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Portal 2 Scoreboard

Hey all,

So I've been trying for a few days now to get a portal 2 scoreboard working. Something that will start out displaying zero and then increase when I trigger it. I've played some with the VGUIs but from what I can tell it seems like I would need to create and distribute a custom VGUI to get what I want to work and I was hoping there was an easier way.

I've played with the env_texturetoggle but I can't seem to find any texture that are numbers with multiple frames. Is there a way to see in Hammer which textures have multiple frames?

I've found the signage/clock/countdown_big_1200 texture used in some tutorials for timers but I really want it to count up.

What I really want is a scoreboard like in this video:
http://www.youtube.com/watch?v=w9D1NFD74fg

I also looked at the portal 1 tutorial for making a clock at http://www.interlopers.net/tutorials/25686 however the clock textures for hours/min/secs/etc do not appear to exist in portal 2!

Any suggestions? Thanks!

I don't know if they will work for you, but there is a set of number textures, named effects/countdown_timer_00 thru effects/countdown_timer_09, and a blank number (effects/countdown_timer_blank is included too.

I'm looking to do something similar, but I want to display the value from a math_counter, like to count the number of cubes that have been dropped.

I did this a while back with CS:S by just toggling overlays on and off with a logic counter.

The problem with using separate number textures and then toggling on and off is that for each DIGIT you would need 10 different overlays and a mess of logic triggers. For a scoreboard you need at least two digits for each player which is over 40 overlays just to display the numbers let alone all logic triggers behind.

What I ended up doing was merging the set of number textures back into a single animated texture and then implementing it "Portal 1 style" like in http://www.interlopers.net/tutorials/25686. The good news is that this way for each digit you have a single entity to display the digit and a single math_counter and relay to handle the counting and transition. The problem with this is that I have to distribute my own custom texture file which I was hoping to avoid. If I have to distribute anything beyond the .BSP I might as well make a custom VGUI and vscript to handle the scoreboard properly.

Another problem I have is that unless I do a custom VGUI the scoreboard is not particularly easy to move or replicate more than once in a level. I want the scoreboard for a deathmatch-style map and would like to have it displayed in each of a series of deathmatch chambers. The best solution I came up with was storing the scoreboard off in a hidden room and then hooking up a linked_portal_door and moving the other side of the portal around to whatever room you are in to display the scoreboard (room).

Any other thoughts/suggestions on this topic would be much appreciated! Thanks

I'm looking for something very similar, but I'm new to Portal mapping and Hammer in general. Is there a way to keep track of how many items pass through a single fizzler?

@derrikirred: Should be easy, setup a trigger over the fizzler to increment a math_counter and set the trigger to go off whenever whatever you want to count passes through (players, items, etc)

Thanks! That's exactly what I was looking for. Now I just need a scoreboard to work in conjunction with this.

I'm working on a custom scoreboard VGUI and I will post it once I have it working.