-
Notifications
You must be signed in to change notification settings - Fork 17
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
VIP and TDM Game modes #588
Conversation
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
When disconnecting then reconnecting (both local server) while the message comes along, I was able to get the text to this overlapping state:
Also regarding cap zones, the HUD for those I think could be disabled for TDM as there's no ghost play anyway, and for VIP, only disabled for the cap that the VIP won't be going to and HUD indicator text named different like "VIP Escape Zone" or something like that.
Since there is a cvar for dropping the ghost after VIP dies, you could probably make the indicator contextual or something along those lines, so when the VIP dies it changes back to the ctg text |
@AdamTadeusz It's not something I'll block the PR over anyway as it's just HUD, but it's just like it has no functionality for TDM or different/partial for VIP verses CTG. As for the enemy spawn point, it'll be better to have like a rough-middle guide of all enemy's spawn as opposite to relying on caps, especially since some caps can be fairly wide away from the spawn. Or as an entity or simply a XYZ coord as a point to mark on map for such spawn-guide TDM HUD. |
Nevertheless, you can just split it out as a separate thing to look at later. |
Description
Materials in NeotokyoRebuild/neoAssets#5
Adds support for VIP and TDM gamemodes
Toolchain
Linked Issues