Condition NPC alive!? Created 12 years ago2011-09-04 06:56:49 UTC by 23-down 23-down

Created 12 years ago2011-09-04 06:56:49 UTC by 23-down 23-down

Posted 12 years ago2011-09-04 06:58:39 UTC Post #298635
Hey guys this could be probably a total noob question. But honestly I have no idea how it works..

I want like in all original hl games a condition given. So when a specific npc dies it fades out and says something like "Mission Failed".

Now I have no problems with the fading the screen out or with text entities however I have absolutely no clue what Entity is responsible for questioning the status of any npcs and other objects.

Does anyone know?
Posted 12 years ago2011-09-04 07:11:15 UTC Post #298636
I believe you are looking for the Trigger Condition property of the monster. There should be an option of death in that. Then, enter what you wish to trigger when the NPC dies into TriggerTarget.
Jessie JessieTrans Rights <3
Posted 12 years ago2011-09-05 02:01:17 UTC Post #298651
Oho you're right... I have completeley forgotten about that... Till that point I never used trigger conditions in monsters.. Great thx.
Posted 12 years ago2011-09-08 22:00:54 UTC Post #298743
I have a further question regarding the same topic.. Is it also possible to ask the same condition with more npcs...

The problem is I have only monsters with monster maker created.

So the npcs themselves don't have any names which I could link to a condition. And for map placed npcs it also wont work due to the fact that I don't know where the player will go first and what he kills first.

Basically I want a door to open first which leads to the next level when all monsters has been wiped out on the map.

Any ideas how to solve that?
Posted 12 years ago2011-09-08 22:16:33 UTC Post #298744
Basically I want a door to open first which leads to the next level when all monsters has been wiped out on the map.
Trigger conditions can't be set from monstermaker monsters, but it sounds here like you are going for an arena-style situation where all monsters must be killed to make the door open. How many monsters are there? You could theoretically set up multiple monsters to target the same multisource that targets the door, though I dunno exactly what you have in mind.
Posted 12 years ago2011-09-08 23:04:24 UTC Post #298747
Ye actually something like that... I never really used the multisource yet does it collect different events and first when all events are executed it will trigger the multisource? If yes that's exactly what I'm looking for.
Posted 12 years ago2011-09-09 06:51:13 UTC Post #298756
You got it. Once everything that triggers it has triggered it, it... well, it triggers.
Jessie JessieTrans Rights <3
Posted 12 years ago2011-09-09 19:48:19 UTC Post #298765
Amazing guess then this will become one of my new favourite entities along with the multimanager.
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