monster triggers Created 21 years ago2003-09-06 23:19:21 UTC by ministeve ministeve

Created 21 years ago2003-09-06 23:19:21 UTC by ministeve ministeve

Posted 21 years ago2003-09-06 23:19:21 UTC Post #165
how do i make 2 diff things happen cos of the same entity. i hav a nihilanth that at 50% health makes a wall break. how do i make sumtin happen when it dies?
Posted 21 years ago2003-09-07 02:12:45 UTC Post #166
Pretty sure you can't with HL, fraid.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-07 04:32:41 UTC Post #168
now that's saying something :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-07 04:36:43 UTC Post #169
hmm, i've had this dilema before, only i didn't try to figure it out. I'll be experementing with this during the day ithink, i have a theory with trigger_changetargets, and you can do it with spirit and some creative mapping using env_costumise or the like... i'll post something up if i can get it to work...
Posted 21 years ago2003-09-07 05:51:08 UTC Post #170
Maybe two monsters? :S
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-07 07:03:26 UTC Post #173
If you limited the monster number. Then you could prolly use a game_counter, and... hmm... no. Don't think so (lol) - can't set detailed monster props from a monsmak :(
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-07 08:05:36 UTC Post #174
tried the changing monster trigger thing, doesent work, not in hl.
Posted 21 years ago2003-09-07 20:24:45 UTC Post #175
I had this exact problem in my LDSF laser competition map. How do you trigger an event off of the last monster that dies if they are spawned into the map? I couldn't figure a way to do it using monstermakers. To get around it, I made a lift that contained all the monster_human_grunts I needed. And lifted each grunt into a trigger_teleport which brought him into the map when I needed him. Then I had each of their deaths trigger a separate button and all of the buttons targetted a multisource. (I couldn't target the multisource off their deaths directly) The multisource targetted the ending sequence. So when the last grunt dies, it triggers the ending sequence. The rmf is included with the LDSF download. It sounds more complicated than it is. :)
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