func_invisible_user icon


(isbowhten) #1

the func_invisible_user displays a hand icon ingame…
but this icon is visible for both teams!

in my script i have “activate axis” only because allies should not have an action by pressing F.
so it is weird if they see that icon though.

is the icon removeable for one team?
if not then i will remove it for both teams :stuck_out_tongue: (if this is possible)


(ailmanki) #2

according to chruker that entitie has no axis/allies only thingy… dunno…
http://games.chruker.dk/enemy_territory/entities.php?action=show_entity&entity_name=func_invisible_user

Only enable it when an axis is near to it, else disable it - that should make that effect…
I guess some experimenting is needed.


(DerSaidin) #3

You could try something like having a team door, then script a trigger on that.

I cant remember seeing anything triggered on a door open, but it would probably be possible.
You might need to chain some triggers or something to get it to fire script.


(nUllSkillZ) #4

You could use a “trigger_multiple” entity.
Problem would be that if it’s activated by one team the player of the other team that is nearby would see also the icon.


(isbowhten) #5

@ailmanki: there is a activate allies/axis event

@dersaidin: a door is a good idea think, will try that out.
that invisible_user is very buggy…
e.g. it does not matter what distance you are away from it, if you aim at it you see the hand icon…

@nullskillz: trigger_multiple could at least remove the icon for many situations

lets see what i can do with those informations :slight_smile:

edit:
nothing solves the problem in a way that i’d like it.
i will remove the hole icon…ehm, i dont know how to do that :stuck_out_tongue:
but i think i will get that


(Pande) #6

to remove the icon just shader remap a blank .tga or .jpg completely black or whatever method the icon uses for transparency over top so it doesn’t appear.

Edit: is it possible to set a trigger to teams? So you could trigger the remap when an axis comes near, and when a ally person comes near then it remaps back to normal. Then you would have a layout with an ally trigger on the outside, and much closer to the object you have, an ally remap trigger that tells it to activate the normal icon.


(isbowhten) #7

@pande: this is just the same as setting the entity invisible or default. which is not so nice, cause it is not precise.
and i found out that the cursorhint key may have a hint_none value

invisible_users may have in script activate, activate allies or activate axis.
and trigger_multiples have spawnflags that make even only certain classes able to trigger an event


(eiM) #8

http://splashdamage.com/forums/showthread.php?t=17385
play around with that and remapshader if you like. I was able to add custom hint icons though I had several trigger_multiple, in your case you’d only need an axis and an allies one to show/unshow the func_invisible_user


(isbowhten) #9

but this is not precise,
the invisible user is part of some object the map is all about ^^ there always will be axis enabling the hint icon and allies will also be near and see it


(eiM) #10

well if its a button it shouldnt have a too big range^^ in my map I made both triggers very small and due to that it was no problem…
though ET generally has a buggy way of showing the hint icons even if you are far away sometimes… thats why I usually do not use any hints for such things


(isbowhten) #11

i cant use a button :wink:
another et but,
cause buttons attached to a tag wont work anymore.
so i removed the hint icon