Quote: "This will be the third level and objective is killl all guys in the level... I\"d like to have the same icons constantly in the screen and have a \"X\" on the icon when he dead... But I don\'t know how to do this... Someone could help me? BlackFox, Corno?"
What I have done in a development...
First, you can make smaller versions of the icons and have them where you need to (top right corner, down the right side, etc). Second, you could have a "monitor" script that checks the variable(s) assigned to each enemy character. Each enemy "destroy" script would need to write a value to its assigned variable, and your monitor script would be checking the variables. When the value is zero, the icons show normal. When they reach a value of 1, the icons change to the icon with an X through it.
You have to remember the script that
defines the huds
controls the defined huds. If you define them in one script, a second script cannot change them, hide them, etc.
As an example. I have four characters. Each character has its own destroy script. In each destroy script is the following:
;Artificial Intelligence Script
;Header
desc = Fade Out Disappear, and update assigned variable
;Triggers
:state=0:state=1
:state=1,alphafadeequal=100:decalphafade=0
:state=1,alphafadeequal=0:state=2
:state=2:dimvar=enemyQ,setvar=enemyQ 1,state=3
:state=3:state=4,destroy
;End of Script
Each enemy destroy script is alike except the variable names (enemyQ, enemyR, enemyS, enemyT). When each one is destroyed, the assigned variable for each is set to a value of 1.
My monitor script sits in a trigger zone and monitors the variables. When a change happens, it changes my hud(s) when needed. Variables would be the easiest, as you only need 0 or 1 (0=alive;1=dead).
There's no problem that can't be solved without applying a little scripting.