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 ago2005-09-05 16:47:15 UTCPost #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 UTCPost #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
Posted 19 years ago2005-09-05 22:32:10 UTCPost #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)