New on-screen scoreboard for ctf maps.


(kamikazee) #21

With source, I meant those compiled in the map.

remapshader <source> <newshader>

(Flippy) #22

hm, that’s only one (gfx/2d/compass) :???:

so back to square one… what’s causing the problem?


(Roeltje) #23

here’s what i found :slight_smile:

Remapped shaders 128 A maximum of 128 shaders can be remapped.

maybe thats the problem :wink:


(Flippy) #24

ok i just counted and turns out i call the remapshader command exactly 105 times, so that can’t be the problem

thnx anyway… (where did you find it btw?)

i still think its in the way i call “trigger_if_equal” many many many times…nobody knows anything about a limit in using accums, triggers, etc…?
(i know you can only use 8 accums and 9 globalaccums or something but i only use accum 0 and 1 and globalaccum 0 and 1 so that’s not the problem either…)


(Shaderman) #25

I didn’t follow this thread and didn’t look at your script but maybe this is useful:

trigger global <trigger_event>
Calls the specified 'trigger_event' in all scriptblocks.

(Flippy) #26

no i dont think so :frowning: thhnx for your help though :slight_smile:

but all my trigger events are in game_manager…

i have one trigger event for one combination of different compass shaders. These get triggered when accum 0 = x and accum 1 = y etc…
for example:
When the axis capture domination point A while point B is blank and the score is 0-1, i need this specific compass shader.
It would be easy doing this without 100 triggers if you could simply do “if (accum 1 == 2 ; accum 0 == 1 ; globalaccum 1 == 3 ; globalaccum 0 = 0) {remapshader…}” but since you can’t you need to trigger each of these “things” by themself using “trigger_if_equal”… a couple 100 times :clap:


(Flippy) #27

but maybe i have to post this problem in a different thread cause im kinda hacking Rayban’s thread now xD (sorry (A) )

anyway good work on this rayban :slight_smile:


(Loffy) #28

Great work RayBan. Ctf rox.
You will hang on and map for ETQW too? I hope.
//Loffy


(RayBan) #29

thanks for the replys, but it seems there is a problem with the scoring system and the number of shaders/equal branches, as i have tested it to both 8 per team and
get the same error as flippy does… so…

there is no way to get around making the compass scoreboard work… well… i should say there is one… which would reduce and simplify how it would work and also
reduce the total number of remaps to 8 per shader… so 8 equal jumps, but it can be a pain to get done ( not ingame/scripting… but new textures )

but there is an easier place to make it display score also which is what im now working on, i have to make some new textures, but it will be a simplified system also.
i’ll post something on it when i get it done.


(Flippy) #30

but you can still use this system for scores up to 4 (at least) then?

cos i now ditched showing the A and B states and only the score, which works


(RayBan) #31

@Flippy,

the new one im trying out now which works with a lot less scripting and no new shaders
is by replacing the small icons for stamina and health below the bars on the lower left
of the screen, blue for allies, red for axis and they work through the entire 8 score limit.

here’s a screen of it so far,

just used for ctf games and others that might need a score system of some kind,
when i get it more or less packed up i can post a new sample map.


(Flippy) #32

cool :slight_smile: although the command map is better imo :slight_smile: but if it aint working then ofcourse this is a great alternative…

so is there also room to put some A and B states on top of the samina/health meters? (i mean wether the tga file for the health bar (for example) is high enough to include another scorethingy…?)

oh and also, ive just been thinking, wouldnt these things (including command map scoreboard) fuck up when used in etpro or etpub?

because the command map for one changes position and size (well it does in my config, dont know if it’s standard) in etpro, so it might not work there… (maybe it uses a different shader , but i dont know…)

oh and another thing (:P)

is it possible to make a mod that only loads on a specific map, or only works in a specific map (so it doesnt do anything when not playing that map)? Then you could easily display the score somewhere on the top in the middle i guess… (although i never modded … :stuck_out_tongue: )


(nUllSkillZ) #33

ET-Pro has some map dependend commands.

I think it’s also possible to rearrange the hud in Pro and Pub.


(RayBan) #34

it does look better on the compass, but it does cause problems with larger scores since its 1 texture that needs to cover them all, this way with the icons
saves all that extra shader/scripting since its seperate textures for each. you could still have some kind if indicators on the compass for flag states as
long as you keep them to a minumum to save on scripting them in.

as for etpro, it shouldnt cause a problem, since etpro gives you the option of a different hud layout, it should just move the new numbers
to where it moves the status bars, at least i think it will…

it would be a nice thing if etpro and jaymod… ect… could come up with a standard way of allowing scores to be displayed internally so that
it could extend the usuage of et to allows ctf style and other maps, and those maps could be played on either mod with no change in scripting.

but that would mean mod makers to agree on certain standards to include in their mods… the next thing you know cartels are gonna pop up
and someones gonna find a horse head in their bed one morning…

well… not really, but if some standard things could be used across different mods would be a good thing.


(kamikazee) #35

FalckonET has CTF, so I guess I’ll need to work on a way to turn off some “realism” factors.


(Jaquboss) #36

hey RayBan would you mind if I use assets from first version, I would like to code it into game logic


(d3coy) #37

Already been done, though its not public… our first release of our mod will include it with the ctf and supremacy gametypes… :stuck_out_tongue:


(kamikazee) #38

Is that the same Suppremacy mode as FalckonET has? Or is this the PoP port of it?


(d3coy) #39

pop port of it… tested it today and works nice :stuck_out_tongue:


(Pytox) #40

Is that a huge ammo box next to it? :smiley: :stuck_out_tongue: