This is from CZero apparently and it's working properly there, don't take this in consideration.
Hostages remaining is not appearing on HUD apparently.


cs_assault (R) StatusIcon is not appearing.



This happens because CS has 3 different ways of handling hostage rescue.
You've got func_hostage_rescue, which defines an area in which hostages are rescued on touch. It also flags players as being in a rescue zone.
info_hostage_rescue is used if no func_hostage_rescue zone exists, it defines a sphere 512 units in diameter in which hostages are rescued if they are inside it when they think (every 0.1 to 0.2 seconds). Players flag themselves as being inside an info rescue zone by checking at most every 0.5 seconds.
If neither are present, CT spawn points (info_player_start) are used as though they were info_hostage_rescue, but the flagging code does not handle this and will not update the HUD correctly.
I suggest refactoring the code that determines if an entity is inside a point based rescue zone so both hostages and players are correctly updated the same way.
As for the hostage icons on the HUD, that's a Condition Zero only feature. These are referred to as scenario status icons and don't exist in CS.
This happens because CS has 3 different ways of handling hostage rescue.
You've got
func_hostage_rescue, which defines an area in which hostages are rescued on touch. It also flags players as being in a rescue zone.
info_hostage_rescueis used if nofunc_hostage_rescuezone exists, it defines a sphere 512 units in diameter in which hostages are rescued if they are inside it when they think (every 0.1 to 0.2 seconds). Players flag themselves as being inside an info rescue zone by checking at most every 0.5 seconds.If neither are present, CT spawn points (
info_player_start) are used as though they wereinfo_hostage_rescue, but the flagging code does not handle this and will not update the HUD correctly.I suggest refactoring the code that determines if an entity is inside a point based rescue zone so both hostages and players are correctly updated the same way.
As for the hostage icons on the HUD, that's a Condition Zero only feature. These are referred to as scenario status icons and don't exist in CS.
Thanks for explanation :)
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This happens because CS has 3 different ways of handling hostage rescue.
You've got
func_hostage_rescue, which defines an area in which hostages are rescued on touch. It also flags players as being in a rescue zone.info_hostage_rescueis used if nofunc_hostage_rescuezone exists, it defines a sphere 512 units in diameter in which hostages are rescued if they are inside it when they think (every 0.1 to 0.2 seconds). Players flag themselves as being inside an info rescue zone by checking at most every 0.5 seconds.If neither are present, CT spawn points (
info_player_start) are used as though they wereinfo_hostage_rescue, but the flagging code does not handle this and will not update the HUD correctly.I suggest refactoring the code that determines if an entity is inside a point based rescue zone so both hostages and players are correctly updated the same way.
As for the hostage icons on the HUD, that's a Condition Zero only feature. These are referred to as scenario status icons and don't exist in CS.