Game_Counter Set Up Created 7 years ago2016-05-14 02:52:51 UTC by Half-Rats Half-Rats

Created 7 years ago2016-05-14 02:52:51 UTC by Half-Rats Half-Rats

Posted 7 years ago2016-05-14 02:52:51 UTC Post #330121
Hello! Embarrassingly enough, I've never used a counter...going by feel here.

I wish to script a door that is only triggered to open after 5 glass bottles are broken.

I have my game_counter, my 5 bottles. I set the bottles to target the counter on breaking. I set the counter's target to the door name and the limit value to 5. Did I do this correctly?
Posted 7 years ago2016-05-14 03:11:03 UTC Post #330122
Sounds right to me. Surely a quick test of that setup would confirm? :P
Jessie JessieTrans Rights <3
Posted 7 years ago2016-05-14 03:24:18 UTC Post #330123
True...if it WAS quick.
Posted 7 years ago2016-05-14 07:47:18 UTC Post #330128
Seeing as we're on the topic, does anyone know if you can subtract from a game_counter, perhaps with a trigger_relay?
Jessie JessieTrans Rights <3
Posted 7 years ago2016-05-14 17:22:00 UTC Post #330132
Posted 7 years ago2016-05-14 17:23:44 UTC Post #330133
Ohhhh! Neat stuff. Anyone familiar with Spirit fgd?
Posted 7 years ago2016-05-15 11:26:19 UTC Post #330136
Unless the "game_counter" behavior has changed in Spirit, it should work too.
Posted 7 years ago2016-05-15 22:03:24 UTC Post #330137
I was going to ask about spirit's new sound channels...what does each channel do? You got:

stream, voice, static, weapon, item.
Posted 7 years ago2016-05-15 22:43:09 UTC Post #330138
Actually. disregard that. scripted sentences. I'll use those for player. So...another question...regarding making custom commands and key bindings actually show up on the GUI.
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