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waypoint help

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Created 11 years ago
by jei9363
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self.generator_waypoint = newHudElem();
self.generator_waypoint setShader( "generator_waypoint", 64, 64 );
self.generator_waypoint setWaypoint( true,"generator_waypoint");

only gives me an arrow, no image  :(

self is the generator trigger

Post Merge: April 24, 2014, 04:47:57 pm
generator_waypoint is a 2d material
Last Edit: April 24, 2014, 04:47:57 pm by jei9363
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Change the true to false, since you are using a 2d image.
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that just makes the arrow stay the same size..

also

material,generator_waypoint

is in my mod.csv
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Change the true to false, since you are using a 2d image.
How's that related? You can't use anything except a 2d shader for HUDs either way.
@Topic
Are you calling this anywhere?
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hud SetTargetEnt(ent);

- Phil.
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self.generator_waypoint = newHudElem();
self.generator_waypoint setWaypoint( false,"generator_waypoint");
self.generator_waypoint SetTargetEnt(self);

making that change made me lose my arrow, and now there's nothing.

would this suggest my shader is invalid?

Post Merge: April 24, 2014, 05:09:35 pm
self is the trigger
Last Edit: April 24, 2014, 05:09:35 pm by jei9363
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I don't know if you can have waypoint HUDs on triggers. Have you tried a script_model? Worked for me.

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I was able to play the arrow waypoint on the trigger fine.

are there other options in AssetManager I need to consider besides setting it to 2d?

Post Merge: April 24, 2014, 05:19:03 pm
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self.generator_waypoint_model = spawn( "script_model",self.origin);
self.generator_waypoint_model setModel( "tag_origin" );

self.generator_waypoint = newHudElem();
self.generator_waypoint setWaypoint( false,"waypoint_defuse");
self.generator_waypoint SetTargetEnt(self.generator_waypoint_model);

shows an arrow when using SetTargetEnt, unlike before when nothing showed up
Last Edit: April 24, 2014, 05:19:03 pm by jei9363
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I was able to play the arrow waypoint on the trigger fine.
Wait. You said when you added SetTargetEnt(), it dissappeared?

are there other options in AssetManager I need to consider besides setting it to 2d?
You don't need it to generate mipmaps and don't need texture filtering, but that's about it.

- Phil.

Post Merge: April 24, 2014, 05:21:55 pm
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self.generator_waypoint_model = spawn( "script_model",self.origin);
self.generator_waypoint_model setModel( "tag_origin" );

self.generator_waypoint = newHudElem();
self.generator_waypoint setWaypoint( false,"waypoint_defuse");
self.generator_waypoint SetTargetEnt(self.generator_waypoint_model);
Where did SetShader() go?

- Phil.
Last Edit: April 24, 2014, 05:22:21 pm by YaPh1l
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from Zeroy's script reference

newdeathicon SetWayPoint( true , shader);

<offscreenMaterialName> Material to draw when waypoint is offscreen
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Yeah, I know that. But I'm pretty sure you still also need SetShader().

- Phil.
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mod.csv

Code Snippet
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material,generator_waypoint



Code Snippet
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self.generator_waypoint_model = spawn( "script_model",self.origin);
self.generator_waypoint_model setModel( "tag_origin" );

self.generator_waypoint = newHudElem();
self.generator_waypoint setWaypoint( true,"generator_waypoint");
self.generator_waypoint setShader("generator_waypoint",64,64);
self.generator_waypoint SetTargetEnt(self.generator_waypoint_model);
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Did you try a stock 2D image (waypoint_revive or something) to see if it is the image or the code?

- Phil.
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with

material,waypoint_revive

in my mod.csv and

Code Snippet
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self.generator_waypoint_model = spawn( "script_model",self.origin);
self.generator_waypoint_model setModel( "tag_origin" );

self.generator_waypoint = newHudElem();
self.generator_waypoint setWaypoint( true,"waypoint_revive");
self.generator_waypoint setShader("waypoint_revive",64,64);
self.generator_waypoint SetTargetEnt(self.generator_waypoint_model);

still an arrow  :(

knew waypoints were going to be the worst
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Okay, so then it's likely to be the code. Try switching the order of SetWaypoint() and SetShader(). In my code (which does work), I call SetShader() before SetWaypoint().

- Phil.
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Code Snippet
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self.generator_waypoint_model = spawn( "script_model",self.origin);
self.generator_waypoint_model setModel( "tag_origin" );

self.generator_waypoint_model.generator_waypoint = newHudElem();
self.generator_waypoint_model.generator_waypoint setShader("generator_waypoint",64,64);
self.generator_waypoint_model.generator_waypoint setWaypoint( true,"generator_waypoint");
self.generator_waypoint_model.generator_waypoint SetTargetEnt(self.generator_waypoint_model);

I even made it so nothing was a trigger. tested with both the revive hud and generator and still and arrow.

this function is an ArrrayThread of multiple triggers, (not trigger_multiples)
Last Edit: April 24, 2014, 06:02:19 pm by jei9363

 
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