hello all,
am hacking around with the original half-life maps. would like to make them more multi player friendly, for use in svencoop. one problem with any single player map(converted to co-op) is that they change to fast. someone always runs to the end. and vola, changelevel. a possible solution is to include other objectives that must be completed before the changelevel can be activated.
started with the original half-life map c1a1.
have added a trigger_counter entity and attached it to each monster that I want to count. when a monster dies the counter is incremented.
this is great. but if the counter targets the changelevel then the map changes as soon as the count is reached.
would like to make a dynamic or conditional changelevel which is dependent on the completion of other objectives. walk to the changelevel prior to killing all monsters and nothing happens. kill all monsters, the changelevel is armed and can be triggered.
modified c1a1 including a trigger_transition with the same name as the info_landmark. now a player must be in the zone defined by the landmark. kind of tricky cause the zone is very small. this works in half-life, stand in the zone kill the last monster, yea! If not in the zone map will never change and it does not work the same way in svencoop.
any idea what entities I would use to do this?
don't really understand the changetarget property of the trigger_changelevel entity. what does it do? how is it used?
have looked at adding a multisource which targets the changelevel, not sure what entities could be used to fire the multisource it.
guess I could put a box in the doorway where the changelevel is and when someone breaks the box and all monsters are dead then...
what if someone breaks the box first. no that won't work.
suggestions?
thanks,
converted to coop:
add a few info_player_deathmatch spawns and extra monsters.