================================================================ Title : Number Scoreboards for Quake Filename : LEDNUMS Author : Decker Email Address : decker@post1.tele.dk Description : Number Scoreboards for Quake by Decker@post1.tele.dk Quick start: Compile this QME-file, start Quake in singleplayer mode, enter the NONAME.BSP level, and do an IMPULSE 100 to start the counters. How do you use this: First of all, every digit consist of seven func_walls, each one is a LED of the digit. They must have the following specifics: targetname - To whom belongs this digit to? Fx: "team1" or "team2", "blue" or "red", "totalfrags", "timeleft", etc. noise1 - What digit number is this? Only "d1", "d2", "d3" are available. where "d1" must be the rightmost digit, and "d3" the leftmost. noise2 - Identify the single LED of a digit. "l1" to "l7" and they must be placed correctly: --l1-- | | l2 l3 | | --l4-- | | l5 l6 | | --l7-- If all this confuses you, take a look at the map-example. There are two counters, one for Team1 and one for Team2. Each counter consists of three digits. Every one of these digits consists again of seven func_wall, and these func_walls have special specifics. Study them closely. Notice that textures have special names: a prefix plus-sign, then a 0 - 9 or A - J, and last the actual texturename. "+0name" is the off-LED texture. "+Aname" is the on-LED texture. The QuakeC code: You only need the 3 first functions "Led_Change", "Digit_Change" and "NumberUpdate". Call NumberUpdate with the targetname of the scoreboard you want to change, the score, and a zero. Example: NumberUpdate("team1", score, 0); Help! You are welcome to write to me, if you can't make this work or have any questions. Decker ================================================================ * Play Information * Single Player : No Cooperative : No Deathmatch : No Difficulty Settings : No New Sounds : No New Graphics : No New Monsters : No New Demos : No New Models : No QuakeC Patches : Yes * Construction * Base : Editor(s) used : Quake Army Knife 3.3 Known Bugs : Build Time : approx. 2 hours.