counting Created 20 years ago2004-08-17 13:46:32 UTC by Howdy Howdy

Created 20 years ago2004-08-17 13:46:32 UTC by Howdy Howdy

Posted 20 years ago2004-08-17 13:46:32 UTC Post #51609
how do i make a counter?
leksample:
you kill monsters.
and after a while a game_text says how many you have killed.
the monsters must be killed randomly!
Posted 20 years ago2004-08-17 13:48:36 UTC Post #51610
You could use multiple game_counters.
Set the limit to the value that the text message will display when triggered.
Posted 20 years ago2004-08-17 14:10:36 UTC Post #51612
hmm, i never thought about that.
ill try that out
thx m8
Posted 20 years ago2004-08-18 13:23:04 UTC Post #51851
it didnt work. when the text is suposed to be triggered, HL freezes
plz help :confused:
Posted 20 years ago2004-08-18 13:43:12 UTC Post #51862
Well, that's the f**king bugged game_text entity. I also get very annoyed everytime this happens to me.
You should use env_message, if possible. This requires changing the titles.txt.
Posted 20 years ago2004-08-18 14:34:25 UTC Post #51882
ah ok, ill have to read the tut 1st tho. ;)
thx again
Posted 20 years ago2004-08-18 17:17:13 UTC Post #51916
i want it to b played in an existing mod, so i probably cant edit the pak0.pak...
do anyonne have any sugestions?
plz?
Posted 20 years ago2004-08-18 17:30:53 UTC Post #51920
Errh... buy a new computer?
Posted 20 years ago2004-08-18 17:32:46 UTC Post #51921
hmm... ok and how th H*LL is that supose to fix my problem?!?
(bloody stam lover) :(
Posted 20 years ago2004-08-19 13:41:41 UTC Post #52119
arg! i got 5 monsters that triggers 5 counters randomly that triggers 5 induvidual multisources (MS is triggered by 5 sec MM) that triggers 5 env_message...

MO > C -> MS < 5 sec
||
/
MSG
my problem is that no mater how many monsters i kill, it ALWAYS triggers the first env_message

if u did'nt quite get that i could post a scetch whit the exact conections.
:)
Posted 20 years ago2004-08-19 13:42:31 UTC Post #52121
erm... the MSG goes down from the MS
sry, the forum shortend the space :confused:
Posted 20 years ago2004-08-19 14:31:29 UTC Post #52132
Err... what exactly do you want to achieve?
Posted 20 years ago2004-08-19 15:40:34 UTC Post #52146
ok.
exsample:
there is 5 scientists in a room when you enter the room you'll get exactily 5 seconds to kill 4 or 5 of them to qualify.
when the time is up, you're gun will be removed and there will be a text on the screen that tells you how many you have killed.
(this was only an example of what i want to achive)
Posted 20 years ago2004-08-23 08:56:50 UTC Post #53164
anyone?
i realy need to know!
please help!
Posted 20 years ago2004-08-23 10:14:07 UTC Post #53180
How are you triggering the ms from the monster? trigger_condition = Death and trigger_target = ms?
Posted 20 years ago2004-08-23 12:00:07 UTC Post #53185
game_text (apparently) doesn't work with a monster trigger_condition. Very strange.

BTW, I did some testing and your game hangup is most likely due to an infinite loop. You don't turn off or disable the trigger for your event.

However, there is an apparent bug with game_text. It will not display when the original trigger is from a monster trigger_condition!

I setup a headcrab to trigger some logic which then triggers an env_explo and a game_text. I tried 'death' and 'see player.' The explosion occurs but not the game text. However, when that same logic is triggered from a func_button instead of the monster death, the text appears and the explosion occurs.

I then setup the headcrab death logic to trigger some already tested camera logic which displays the camera location in text when the camera is triggered.

When the crab dies, the camera turns on okay but no text! Triggering the camera from a camera button displays the text properly.

Still playing around with it.

By the way, triggering an env_message does work.
Posted 20 years ago2004-08-23 13:22:33 UTC Post #53197
According to a web search (which YOU could do, too!), game_text is displayed to the 'player' that triggers it. Since the monster does the triggering (on death), the text is not displayed to the player.

Search VERC for 'game_text' and you'll find an explanation in one of the forums. It seems it's possible to display the game_text to the player using multiple multimanagers and multiple changetargets.
Posted 20 years ago2004-08-23 17:27:45 UTC Post #53300
Set the 'all players' flag in the game_text entity.

That solved my test case, anyway.
Posted 20 years ago2004-08-23 17:57:54 UTC Post #53309
See 'Using a game_counter' in the 'Unfinished Stuff' map vault.
Posted 20 years ago2004-08-24 05:37:00 UTC Post #53472
gd work lol
Posted 20 years ago2004-08-24 11:38:26 UTC Post #53590
thanks m8!
Posted 20 years ago2004-08-24 12:43:50 UTC Post #53601
yeh u did it in the end and u should be proud oh and now that its in the vault other people can see how you did it if they ever get stuck so well done :D
Habboi HabboiSticky White Love Glue
Posted 20 years ago2004-08-24 15:09:54 UTC Post #53650
Thanks. Some things just get to be a challenge! :P
Posted 20 years ago2004-08-25 03:42:19 UTC Post #53775
ok...
but the monster thing was a example
im using func_breakable
do i do it the same way as monsters?
Posted 20 years ago2004-08-29 15:24:24 UTC Post #55084
c'mon!
anyone???
Posted 20 years ago2004-08-29 15:50:01 UTC Post #55085
Try it?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-30 09:38:06 UTC Post #55239
didnt work... :(
Posted 20 years ago2004-08-30 15:43:52 UTC Post #55307
What didn't work? You'll need to post some information other than "didn't work," Howdy.

What did you try (entities, settings, etc.) that didn't work?
Posted 20 years ago2004-08-30 16:02:49 UTC Post #55311
maby u can post on problems vault, and i will take a look at it

i have done something similar to this.

ps: has any1 noticed i have helped a lot of ppl out, yet i havn't posted any maps?
You must be logged in to post a response.