Test chamber signs
Posted Dec 14, 2013
Lately in some maps I've decompiled, many people have been using the test chamber screen instances for their test chamber signs. It seems much higher quality and brighter so I would like to use it, but the vgui_screen properties in the instance show that sp_progress_sign is being used. For every single map. How do I edit it to suit the map?
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Posted Dec 14, 2013
Replied
2 hours
later
I think what that sign does is look at the workshop tags to add sign icons. It seems that the tags are generated based on entities detected in the BSP, plus others if it's PTI. So I think it'll automatically add a level sign which will be filled out, but not with some icons like flings, turret burning or laserfields etc that can't be easily detected.
Posted Dec 14, 2013
Replied
1 hour
later
TeamSpen210 wrote:
I think what that sign does is look at the workshop tags to add sign icons. It seems that the tags are generated based on entities detected in the BSP, plus others if it's PTI. So I think it'll automatically add a level sign which will be filled out, but not with some icons like flings, turret burning or laserfields etc that can't be easily detected.
So the sign will automatically fill itself out when I upload it to the workshop? Can anyone who has done this back up what he's saying?
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Posted Dec 15, 2013
Replied
20 minutes
later
It will. Or, if it's not on the Workshop, it will read from the singleplayer test sign script.
If it's showing as Test 00 when you play the map, it'll work when you publish it.