![file](img/i_file.png)
![cs2d](img/icons/cs2d.png)
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!)
![>](img/i_next.png)
![•](img/dot.gif)
![•](img/dot.gif)
![•](img/dot.gif)
![file](img/i_file.png)
![cs2d](img/icons/cs2d.png)
![×](img/x.gif)
![>](img/i_next.png)
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:
![•](img/dot.gif)
![•](img/dot.gif)
Included is a map callout data file for de_dust2_classic.
![×](img/x.gif)
![>](img/i_next.png)
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!
![×](img/x.gif)
60× editiert, zuletzt 30.10.19 23:13:51
Zugelassen von DC
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