i’m wondering if it’s possible to make a shader wich would draw certain texture above player head when he get the objective. is it possiblet to draw 2 diffrent textures, one for allies and one for axis? like allies get blue square, and axis red square…
sprite visible all the time - even thru walls. possible?
My guess:
If you want to display an objective icon that depends on team you have too change source code.
In my opinion blue and red are difficult for objective.
In stock W:ET blue is for common things (like talk) and red is a sign for medics to react.
Green is introduced by stock W:ET for the objective.
the color was only as example, what i wanted to do is a little sign above head that would say defend/kill (depending on team)
i was playing on etpub server and if someone said let’s say for example ‘sorry’, there was a icon of cat from shrek movie. that cat was visible for few seconds thru walls etc…
I know it’s possible. Perhaps you know the map Fata Morgana?
(I’ll provide you a link later if needed). It’s a capture the flag map and when an ally has taken an axis objective, the axis and allies can see the player with the objective through the walls (the objective icon). (and also when axis has taken an allied flag).
Take a look at that shader, maybe you’ll find what you need there
I have couple times bumbed into this… as a bug. So far I’ve been able to fix it, by adding a shader (I usually don’t bother to write shaders at the first stages). And you want to “use the bug”. 
it’s done by remapshader in .script .
remapshader "sprites/objective.tga" "textures/fata_morgana/obj.tga"
the icon is visible, but only from few meters away… 
there are shaders you can play with to make allowas ignore the zbuffer and just draw on top anyway and even combine these will the draw order commands to make sure that you icon is always drawn at the end of the frame and it will allways display over any of the map
the problem is that beacuse of VIS blocking things that you might think are behind walls are not allways actuly drawn to optimise the render
The server also exploits the fact that you cant see players behind walls to avoid having to send data over the network about these players because you cant see them
the only ways i could see that you could actuly get around it is to remove all vis blocking (this will however lower the fps dramaticaly) or as nullskills ways alter the source code so this player or icon is allways being tracked by the clinet and server
True combat mod does this as you can always see the player will the bombs icon on the screen AFAIK
