This will give your map a Scoreboard.
Based on a dods map.
Also includes a ball model and all graphics for the ball and the scoreboards.
Credits...
Slutty_hoe (his concept)
INsane (improved parts of it, recompiled ball from cs_rio and all materials)
It is based on soccer, the scoreboard is only 2 digits, you can make more digits than that.
This is not new and it comes from here…
http://www.interlopers.net/tutorials/19883
My set goes a little further than Slutty_hoe’s one in that it can count to 99... and reset itself to zero.
If you need a clock timer he has also got a example there.
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How it works.
**** See the HL_2_Scoreboard3.JPG pic as you read... ****
The scoring works like this, lets look at the allied goal...
1. The trigger (name: Counter) the goal works via physics objects going through it. The ball.
It sends an output to a math-counter (name: Math_counter)
Notes...
A grenade will also trigger it.
I set my map for no grenades or other objects that can trigger it.
It also teleports the ball back to the centre (the trigger behind it)
You can set it for players (clients), look in the flags tab of this trigger.
2. The math_counter (name: Math_counter) receives a input and then outputs to a logic_case (name: Counter_case)
3. The logic_case (name: Counter_case) counts the first goal and sends a output to a logic_relay (name: Counter_digit_1) (the red "1" in the pic)
4. The logic_relay (name: Counter_digit_1) now displays the digits in the "8" shaped set of red bars.
Look in the outputs tab of the logic_relays, they are all different!
Each bar (a set of 7 func_brush shapes) is named a-g.
Each digit is controlled this way... enabled = a red bar disabled = a black bar.
5. when the next score is made the logic_case (name: Counter_case) will set the number 2 logic_relay (name: Counter_digit_2)
6. The logic_case (name: Counter_case) will continue with single digits until it reaches 10... now the fun begins :)
When reaching 10 it has 3 things to do, look at the "Outputs" tab in the logic_case (name: Counter_case).
There are three outputs for "OnCase10"
a. Reset the math_counter to zero
b. Display "0"
c. Give the next set beside it a single count...
now the double digits will show a "1" via math_counter (name: Math_counter_10)
7. That is the cycle. You can see that the 10's digit parts are about the same but look closer.
a. The names of the math_counter and relays are different.
b. Each digit on the scoreboard is named differently.
c. The logic_case (name: Counter_case_10) has a reset function. Like the reset when it reaches 10 this goes back to zero as well.
So as you can see, if you copied the set that controls the second digit set, you can rename ALL PARTS and have a third set... triple digits "100's".
You could go on forever. You can also fire other events off this... not only display a number!
Say you reached 40 and you want to make something happen... kill a team, close a door, whatever.
Well you would go to the logic_relay (name: Counter_digit_40) and place a new output in the Outputs tab. Easy.
It will now not only display 40.... but do something else as well.
Included in the download is the vmf of this...
dod_scores_1_to_99_ball.vmf
Enjoy
INsane.
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