Displays the map callout location below the radar, just like every Counter-Strike game since Condition Zero.
Only supports maps which have map callout data the script can read (Read on!)
Installation
Extract the autorun and pikachu folders to your *CS2D folder*\sys\lua folder.
Extract callout_test.map to your *CS2D folder*\maps folder. (Optional, for testing purposes)
If you are using the v1 build of advanced radio,teamchat script (21), inside the Compatibility Patch folder of the archive is a patched cs_radio.lua file. Overwrite your existing cs_radio.lua with this for it to take full advantage of this script.
Does not include the other resources (images)! Since v2 is out, I may have to include them...
Map callout data file
All the map callout locations are stored in a file named *map name*.lua (where *map name* is the name of the map), and stored in either of the following locations:
*CS2D folder*\sys\lua\pikachu\callouts
*CS2D folder*\maps (This takes priority over all other methods due to the sequence CS2D executes Lua scripts)
Included is a map callout data file for de_dust2_classic.
I will most likely not make map callout data for other maps, especially since you can do that yourself.
Reading from entities
Inexperienced at scripting? No worries, since you can now create map callout locations using entities!
Included is a test map to test this functionality out.
The script only reads from entities if the map does not have a map data file!
No I will not modify any maps to support this due to compatibility reasons!
edited 60×, last 30.10.19 11:13:51 pm
Approved by DC
Download
5 kb, 500 Downloads