is there a way to use hint icons that you make yourself? or is that list of 20 or so icons hard-coded?
custom hint icons?
I think they are coded.
But you can use custom hints for your objectives.
http://www.planetwolfenstein.com/4newbies/cmmarkers.htm
You could use remapshader to change the hinticons.
Or you could mod them:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=9788
If you mod them please don’t include them in your map-pk3.
Because if your map would be installed and the server is pure the game is moded.
Your custom hinticons would appear in the game instead of the stock ones.
thanks nUllSkillZ. this is not for the command map but for the pop up cursorhint icons you get when you are in front of a button or a door(and other things). remapshader doesn’t appear to be working for cursor hints. i even tried with orginal shaders(buttonhint to breakablehint) and it didn’t work.
i think a mod would be a bit too much just to change a few images so i might need to come up with a new idea.
this would be alot easier if i could figure out how to use the hintnumbers.
okay so i’ve had no luck introducing new cursorhints, either by remapshader or by specificly pointing the cursorhint value to a shader.
i was doing some searching and found an entity key called “hintstring”, but this was only in reference to CoD so i assume it was something introduced into the call of duty engine and isn’t present in the Enemy Territory engine. apparently it prints some sort of message as it displays the cursorhint icon(haven’t played it so i’m not certain).
is there anyway to do this in ET? i will have quite a few FIUs close together and i need a way for the player to tell for sure which trigger he is about to activate.
i just attempted to change the cursorhint with the targetShaderName(and …NewName) combo and it didn’t work either.