How do you change hint icons?


(Ifurita) #1

I have a dynoable team door. When allied soldiers get to the door, they see the locked hint. I’d like to show the dynamite hint instead. Haven’t been able to find anything in the LDR or related threads.

I’ll try extending the func_explosive TOI out a little more tonight and see if I can get that to override the team door hint.


(TFate) #2

I’m pretty sure that won’t work, because you don’t get the icon from being in the TOI, you get it from looking at the func_explosive brush. :confused:


(thegnat) #3

And to make it even worse, it must be a solid texture on the func_explosive.
We had the same problem at our raise-/dynamiteable backgate on Transmitter.
I included the stone brushes in front of the gate to the nodraw-func_explosive, that surrounds the gate - so it displays the dyna-symbol (most time).

Maybe a player clip will do, but you have to connect it somehow to the door, that it rotates with it.

Or you can place a func_invisible_user in front of the door that displays the dyna-symbol. That would work, but I don’t know if you can restrict that only for the team, that is able to destroy the door.


(Ifurita) #4

I used the example .map file from Sock’s site. The func_explosive actually consists of clip brushes buried into the door frame. I suppose I can texture the outer edges of the clips. Question, will the dyno hint symbol over ride the locked door hint?


(thore) #5

try key/value “cursorhint” “hint_none” on your locked door…

here’s a list of cursorhint values ripped right off the .def

cursorhint types:
HINT_NONE
HINT_ACTIVATE
HINT_CHAIR - gives “not useable” icon
HINT_DOOR
HINT_DOOR_LOCKED (& HINT_LOCKPICK)
HINT_BREAKABLE
HINT_LADDER
HINT_BUILD (& HINT_CONSTRUCTIBLE)
HINT_TANK

HINT_SATCHELCHARGE
HINT_DYNAMITE
HINT_DISARM

HINT_REVIVE
HINT_WATER
HINT_KNIFE
HINT_UNIFORM
HINT_LANDMINE

(thegnat) #6

Doesn’t work. Seems to be hardcoded.

func_invisible_user works - not perfectly (not team specific) but it works. :wink:


(thore) #7

well, you could try a workaround then.
a script mover and the door sounds triggered by some f_i_u. axis f_i_u uses the standard hint, allied
f_u_i (triggering door closed sound) uses hint_none… and the whole mess gets surrounded by the
func_explosive trigger using the dyno hint. afaik this trigger can be specified to show only to allies?!


(Ifurita) #8

I just went with the Fucn_invisible_user and boht sides will see the dyno hint. A bit kludgy, but better than the allied side standing around not being able to figure out what to blow up


(thegnat) #9

How do you parse, if there is an Allie or Axis inside the func_invisible_user? AFAIK you can only do that with a trigger_multiple.

So another solution would be to have a surrounding trigger_multiple, that only fires a target_script (enabling/disabling the func_invisible_user) when an allied engineer enters the trigger zone.
The entering action is easy, but how about the leaving? When the allied engineer leaves the trigger_multiple, the func_invisible_user should disappear. How can you trigger the “leaving-the-zone” event?


(nUllSkillZ) #10

As far as I know the “trigger_multiple”-entity triggers it’s target time based (for example every 0.5 seconds).
So if there is no player in the “trigger_multiple”-trigger zone the target isn’t triggered (with a delay of the given time).


(thegnat) #11

Yes, but you need another trigger-event to set the func_invisible_user into “invisible” state (no player inside the trigger_multiple).


(nUllSkillZ) #12

Please take a look here:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=10056&highlight=team+script


(thegnat) #13

That would be a solution, but how about the network traffic? And TBH, too much work for a simple dyna-teamdoor. :wink:

Another simple solution would be to make the doorframe a func_explosive(make it the dynaobj in the script) and spawn a damaged doorframe (script_mover) after the door blew up. Then there is a dyna-icon around the door and the standard-symbol on the door itself.