Author Topic: Beacon or Nametags For Flags and Capture Points (Slayer)  (Read 806 times)

I'm looking for some way to clearly indicate the location of flags and capture points for Slayer CTF and Territory gamemodes. The current idea is a beacon (i.e. like beacons in Minecraft) centralized on each flag and capture point that extend from ground to sky.

Alternatively, I would settle for nametags that are unobstructed by walls. This might actually be ideal for maps where the sky can't be seen. Not sure how to do this, though.

I am open to alternative suggestions for how to clearly indicate the location of flags and capture points. I am planning on using this on a trench map, so simply making the map design intuitive isn't a sure-fire solution, since players could simply obscure flag spawns and capture points. Likewise, I plan on having maps cycle, so not every player will have the chance to familiarize themselves with the layout of every map.

We have a brick text mod but you have to turn off RayCasting on all walls to see it through them, which is far less than ideal. It would be nice if we got a version of it where there was a check box that allowed us to see it through all barriers.

since you can code, you can likely rip some of the stuff i wrote into the Laser Range Finder. it shouldnt be that hard to key it to an event instead and replace the emitter with a shapename, and also make the static shape extend extremely far into the sky, past the bounds of the build.

as for unobstructed by walls that isnt really possible unless you do a bottomprint compass system akin to the classic bounty hunter gamemode.

Use a static shape cube, resize it 1 1 100, create a loop that sets its transform to that of the flag holder

boom instant 'kill me' sign

Wasn't there a space mining mod that someone made that had shapenames go through anything for a (nearly) unlimited range?

I want to say it was Xalos, but I can't remember.

since you can code, you can likely rip some of the stuff i wrote into the Laser Range Finder. it shouldnt be that hard to key it to an event instead and replace the emitter with a shapename, and also make the static shape extend extremely far into the sky, past the bounds of the build.

as for unobstructed by walls that isnt really possible unless you do a bottomprint compass system akin to the classic bounty hunter gamemode.
That looks promising. I'll see what I can do with it.

Also, your download buttons don't work. You just need to remove the "test" subdomain from the URLs.

That looks promising. I'll see what I can do with it.

Also, your download buttons don't work. You just need to remove the "test" subdomain from the URLs.
thanks, that was back when the new glass site was under development and i uploaded it to the test website.