Re: objectives and hud display
Posted by David from IKG on
Sun Jan 16th 2005 at 10:08pm
Posted
2005-01-16 10:08pm
60 posts
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Registered:
Jan 16th 2005
Here's what i want to accomplish: When the map starts up there will be a black screen that says what to do, which after a few seconds fades to the game. (like in the antlion map). you beat the map only if you kill all the combine soilders. How do i do this?
Also, how do i get the hud display? when i run a map, i have no hud (health, ammo left, etc.)
Thanks.
Re: objectives and hud display
Posted by Sam37 on
Sun Jan 16th 2005 at 10:25pm
Posted
2005-01-16 10:25pm
Sam37
member
47 posts
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Registered:
Dec 15th 2004
Occupation: Student
Location: UK
In map properties find an option for chapter title message and also set "display game title" to yes. Im pretty sure that'll work.
As for the HUD you simply need to give gordon a suit (item_suit). Put it on his spawn point for it to start instantly. (there may be another way but thats all i know :smile: )
Re: objectives and hud display
Posted by David from IKG on
Sun Jan 16th 2005 at 11:15pm
Posted
2005-01-16 11:15pm
60 posts
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Registered:
Jan 16th 2005
now how do i make it so that the level ends once all the guards have been killed?
Re: objectives and hud display
Posted by Cheezwedge on
Sun Jan 16th 2005 at 11:26pm
Posted
2005-01-16 11:26pm
27 posts
3 snarkmarks
Registered:
Jan 15th 2005
you can't make the game close, but you can make a game_end entity...I only used it once and it didn't work, so good luck.
::EDIT:: And select all the combine and go to output, and do , once all are dead, target entity: game_end(whateveryounamed it), showmessage.
It'll look similar to that. I am new to Hammer 4.0 if you can't tell.
Re: objectives and hud display
Posted by Zerock on
Sun Jan 16th 2005 at 11:40pm
Posted
2005-01-16 11:40pm
3 posts
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Registered:
Jan 16th 2005
Occupation: Student
Location: USA
<!-- ZoneLabs Popup Blocking Insertion -->Or... to make it so when you kill all the guards the level ends...
You could use the entity "Math Counter" and after the counter hits the max ammout the level ends.
To make it so the counter adds up you would have to go into every combines output and make it so OnDeath > MathCounter > add > override perimitor 1.
Something like that! (note, my spelling sucks).