making a level end....? Created 19 years ago2005-09-03 23:04:17 UTC by [-MOD-] Unknown [-MOD-] Unknown

Created 19 years ago2005-09-03 23:04:17 UTC by [-MOD-] Unknown [-MOD-] Unknown

Posted 19 years ago2005-09-03 23:04:17 UTC Post #132248
I need to know how to make levels end. I also would like to know how to make a level end when a certain monster is killed.
Posted 19 years ago2005-09-03 23:39:50 UTC Post #132252
1)
User posted image
This map also shows how to use the game_end entity

2)Make a regular one way level change. Tick the 'use only' flag(it will only heppen if it's triggered by an object) in the monster's 'trigger condition' value choose death and write the name of the trigger_changetarget in the 'trigger target' value!

;)
Posted 19 years ago2005-09-04 04:31:01 UTC Post #132267
The monster as in Gorden Freemen :
Posted 19 years ago2005-09-05 03:05:15 UTC Post #132425
I think he means that when the monster dies the level will change, Mister Plod
Posted 19 years ago2005-09-05 07:41:14 UTC Post #132461
...write the name of the trigger_changetarget...
Dohh...I ment trigger_changelevel I just wrote a tutorial on trigger_changetarget back then! :tired:
Posted 19 years ago2005-09-05 16:47:15 UTC Post #132596
Thank you, Elon Yeriv. That was helpful. Now I have another problem, when the monster is killed it changes the level right away, it doesn't give any time to add a fade or a text message. I set the delay before trigger to change the level but, it still didn't work. Can someone help with this?
Posted 19 years ago2005-09-05 16:51:15 UTC Post #132597
when the monster dies make it target a tirgger_relay (add the delay in that) the relay targets your level change, in the delay add the fade and the text you want. Or you can even make it target a multimanager and set a sequence so that a fade occurs, then text (if you want) then the level change
38_98 38_98Lord
Posted 19 years ago2005-09-05 22:32:10 UTC Post #132624
Make sure you tick the game_text's 'all players' flag, if it still doesn't work you'll have to find a way to make the player trigger it(the monster will target a multi_manager that will target a multisource that will be a trigger once's master so when the multisource is on the trigger once could activate the game_text) and as for the env_fade don't tick the 'activator only' flag and if it doesn't work do the same thing with it. (if a multisource is triggered by more then one object thenyou'll have to trigger them all for the multisource to work, I've included two ways to make more then one objects that target the multisource with out needing to target them all) :)
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