Objectives and waypoints on the radar.

Topics regarding Scripting with Reality Factory
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realgaming135
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Joined: Sun Sep 16, 2012 11:05 pm
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Objectives and waypoints on the radar.

Post by realgaming135 » Mon Mar 25, 2013 3:31 pm

Hi again.

I was wondering if it is possible to make objectives and waypoints appear on the radar. And if it is possible to make some kind of arrow on the screen that shows what way to go? Like in Wolfenstein (the newest game in the series) where there is a star on the top of the screen, that for example slides to the left when you have to turn left, or slides to the right when you have to turn to the right. :) I could not find anything in the forum that could help me

Thank you for any reply :)
Without facts, a mystery is just a guessing game...

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QuestOfDreams
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Re: Objectives and waypoints on the radar.

Post by QuestOfDreams » Tue May 07, 2013 4:44 pm

This is probably a bit tricky. Here's how I would try to go about it:

Only Pawns or StaticEntityProxy entities can be shown in the radar. You may try to use invisible dummy Pawns for this purpose. Use HideFromRadar(bool) to show/hide the Pawns (reacting to some "This objective is active" trigger).

To indicate the direction on screen, first attach a Pawn to the player and use int WhereIsEntity(string EntityName); to find out if the target is in front of, behind, right or left of the player. Depending on the result use ShowHudPicture to show a picture of an arrow pointing up, down, right or left.

realgaming135
Posts: 87
Joined: Sun Sep 16, 2012 11:05 pm
Location: Denmark

Re: Objectives and waypoints on the radar.

Post by realgaming135 » Tue May 07, 2013 7:15 pm

Hi
The ''dummy pawns'' sounds like a good idea.
Thank you for helping.
Without facts, a mystery is just a guessing game...

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