Your script is almost exactly like the one I posted in the Scripts List thread over a month ago. (1 second added to the timer, and added a HUD)
I'm not even sure why your HUD is being displayed since you never even go to state=10 to have it created.
Well, other than I suspect your effect was only working in the video because some other script running had created the HUD.
If not, then this is a nifty thing that the huds can be created without ever calling a state as long as it appears above state=0. (I'll have to test this later)
That line could be state=0 without the state=0 call at the end, like so...
:state=0:hudreset,hudx=50,hudy=50,hudimagefine=\gamecore\huds\YOURHUD.dds,hudname=HUDNAME,hudhide=1,hudmake=display
I suggest getting rid of that space in front of the hudunshow=x action as well, because those spaces are unwanted and can cause trouble.
I would probably move it up to state=2 when the timer is reached but that is just me and it should be okay where it is.
;Killhud script w/ ragdoll
desc = ragdoll, fades, while showing a kill hud or whatever for 4 seconds
;Triggers
:state=0:hudreset,hudx=50,hudy=50,hudimagefine=\gamecore\huds\YOURHUD.dds,hudname=HUDNAME,hudhide=1,hudmake=display
:state=0:state=1,floatrate=1,coloff,ragdoll
:state=1:etimerstart,hudshow=HUDNAME,state=2
:state=2,etimergreater=4000:hudunshow=HUDNAME,state=3
:state=3,alphafadeequal=100:decalphafade=0
:state=3,alphafadeequal=0:state=4,destroy
;SecretiveOps Killhud script end
;edited from conjured edited from stock
Quote: "Would a script such as this work properly with a triggerzone or dynamic entity scripted to function solely as a type of global HUD generator, for the level?
If so, it would simplify customizing kill HUDs for multiple enemies, tremendously."
Any script should be able to create the HUDs all together, and then any script in the level could show or unshow the HUD.
It would be easier to edit the one script instead of hunting through all of the destroys or mains, so yeah, good idea Seth.