Command map icons in maps


(Ifurita) #1

Is it helpful for both teams to see objective icons? Using Rommel as an example, currently, only the allies see the CM icons for the key card, cap location, and dynamitable objectives.

Would it help if the axis were able to see the same icons, or would that be confusing.

Also, for dynamitable objectives, how do you let both teams see the dynamite icon?


(nUllSkillZ) #2

I think to make the cm-icons visible for both teams a good idea.
I’m a lazy guy and don’t read the description.
And therefore I don’t know where to go in new maps.


(Adacore) #3

The way to do this is, IMO, to show the ‘dynamite’ icon for the team that has to use the dynamite and another, different, icon for the opposing team that has to defend the objective. The other objectives might work on the command map, but dynamite to me indicates somewhere I, as an engineer, could go to plant - if it’s an opposing team’s planting place I expect a different icon. Hope that helped :slight_smile:


(Ifurita) #4

So, for constructibles, can you combine custom images with the contructible’s TOI or do you have to create a seperate CM entity?


(Malverik) #5

with the keys “customaxisimage” and “customalliesimage” in your TOI you can specify what icons will be used.
Its a good idea to make a objective icons for the defending team so they know what they are defending. However, you do not need to set icons for minor objectives that are easy to find like truck barriers.


(Ifurita) #6

Except that with a constructible, it shows construction boxes for one side, and when built, a weapon icon for the other. I don’t think customaxisimage will show the completed door/gate/etc when built


(Ifurita) #7

for destructible objectives, I already have the customaxis/alliedimages. Just tried it. I can get either the construction box icon or the finished constructible icon, but not both. Probably easier just to use another CM icon that is setstated back and forth


(Malverik) #8

oh, for both be sure to select “is_objective”


(Ifurita) #9

yes, it is selected. It still doesn’t fix the problem with constructible that you might want a different graphic for each state (built vs not built)


(nUllSkillZ) #10

How about “misc_commandmapmarker”-entites?
Not sure if they override the default ones if you associate it with the “trigger_objective_info”-entity.
Disadvantage:
Only 1 “misc_commandmapmarker”-entity can be a associated with a “trigger_objective_info”-entity (so may be you have to double the TOI).


(Ifurita) #11

that’s exactly what I’ve done, is just to add another misc_commandmapmarker that points to a dummy TOI


(Mean Mr. Mustard) #12

The only potential problem I see with this is the number of TOI’s allowed in one map. I think the limit is 18. If you have the TOI’s to spare, it’s great!! But make sure this is the last step you do (once all your objectives are placed - if not, you can run into trouble down the road with the TOI limit)


(Ifurita) #13

Where are the TOI’s in Fuel Dump used - I can’t account for all 18

Allied MG - 1
Footbridge - 1
Tank bridge - 1
Axis MG - 1
Axis CP - 1
Fuel Dump - 1
Fuel Dump gates - 2
Allied CP - 1
MG tower/nest - 2

That’s 11. I’m sure the tank has a couple. Where are the rest?


(nUllSkillZ) #14

I think Ammo-/Health-Cabinet have also TOI’s.
There are two on the map.
Then the doors that the tank breaks.
I think there are 4.
11 + 6 = 17.

Still one missing.

The tank?


(Ifurita) #15

Hmmm, would those doors really need a TOI? I guess they would if they show up on the CM


(Mean Mr. Mustard) #16

The last one is a health/ammo cabinet in the stairwell of the initial axis spawn for LMS games


(Ifurita) #17

ah. thanks.

I going to try something new with Dubrovnik - will let you all know how it turns out.


(nUllSkillZ) #18

Hmm, I’ve just made a TOI.
And there are three options:

“customimage” image used on the commandmap, overrides the team-individual ones
“customaxisimage” image to show axis players on the commandmap
“customalliesimage” image to show allied players on the commandmap

Is it possible there to give each team an individual CM-icon?


(G0-Gerbil) #19

Yup, should work, I’m pretty sure that’s how I’ve done it in some of my maps.
Can’t remember the exact set up off the top of my head, but it should work.

For constructibles etc, the defaults are set up as crates for the building team, and er… nothing, AFAIK for the opposing side, until they are built then the building team sees nothing and then the attacking side sees whatever icon is needed to destroy it.
The double TOI method is one way of allocating something for the others.

Note where icons are only destroyable, the official maps use dyno (automatically) for the attacking team, and a custom image for the defending team. For constructibles, they just use the standard method as described above. I guess this is because constructibles are generally not as important as destructibles (which are a once only, usually map progressing thingy).


(Ifurita) #20

Here’s what I’m trying to do: