Another way to do it is how we do our objectives. First I create a trigger and give the MAIN script this code:
;Artificial Intelligence Script
;Header
desc = Level 1 Objective 01 (Navigate Tunnel System)
;Triggers
:state=0:hudreset,hudx=15,hudy=73,hudimagefine=gamecore\huds\ww2_bf\ww2_bf_l1obj01.tga,hudname=l1obj01,hudhide=1,hudmake=display,state=10
:state=10,plrdistwithin=60:hudshow=l1obj01,hudfadeout=l1obj01
:state=10,plrdistwithin=60,plrusingaction=1:activate=2
:state=10,activated=2:state=1,setframe=0,sound=$0
:state=1:incframe=0
:state=1,frameatend=0:state=2,coloff
:state=2,plrdistwithin=60,plrusingaction=1:activate=0
:state=2,activated=0:state=3,sound=$1,colon
:state=3:decframe=0
:state=3,frameatstart=0:state=10,setframe=0
;End of Script
You can use this and just replace the "hudimagefine" field with your hud. The hudname, hudfadeout, and hudshow should be a name for that hud.
In addition and to give the player a bit more options, I create a trigger where the player will walk over and give the MAIN script field this second code:
;Artifical Inteligence Script::::::::::::::::::::::::::
desc = Shows Objectives Text HUD (When O Key Is Pressed)
;Triggers
:state=0:hudreset,hudx=15,hudy=73,hudimagefine=gamecore\huds\ww2_bf\ww2_bf_l1obj01.tga,hudname=objectives,hudhide=1,hudmake=display,state=1
;O Key Pressed
:state=1,scancodekeypressed=24:state=2
:state=1:hudunshow=objectives
:state=2:hudshow=objectives,state=1
;End of Script
Again, you can use and replace the "hudimagefine" field with your hud. The hudshow, hudunshow, and hudname should all be the same name.
When they hit the second trigger, it activates the key to display the objectives by pressing the "O" key.
As mentioned, you could also edit the page you use to display when "loading" takes place. I tried that, but I went the route I showed rather than that. It's all personal preference.
I hope that was helpful for you.
Cheers
Mike