npc_template trigger when all died
npc_template trigger when all died
Dear Dommunity,
I'm creating a map for OC right now and I ahve a problem.The map is a survival map and the next wave should be triggered when the previous wave is dead.How can I do that?
I'm creating a map for OC right now and I ahve a problem.The map is a survival map and the next wave should be triggered when the previous wave is dead.How can I do that?
Never mind, I just noticed NPC's have a OnDeath output. Use that to add 1 to a counter, have the counter's max the amount of NPCs are in the wave, when they are all dead the counter's OnMax output should fire, indicated the wave has been killed.
http://developer.valvesoftware.com/wiki/Math_counter
http://developer.valvesoftware.com/wiki/Math_counter
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- prop_static
- Posts: 67
- Joined: Mon Mar 08, 2010 7:52 pm
http://developer.valvesoftware.com/wiki ... late_maker
hf with the outputs...
@ Gary, before trying to help someone look if you can get proper informations first, it's not like that i needed more the 1 min to find that...
hf with the outputs...
@ Gary, before trying to help someone look if you can get proper informations first, it's not like that i needed more the 1 min to find that...
I didn't even think it had such an output.
By the way even though a lot of stuff I make is done improperly, it all works.
Also, if you need help with the input/out system:
http://developer.valvesoftware.com/wiki ... nd_Outputs
By the way even though a lot of stuff I make is done improperly, it all works.
Also, if you need help with the input/out system:
http://developer.valvesoftware.com/wiki ... nd_Outputs
it's not about thinking if it could have it, you can never know... that's why such sites exist, look at what you want to do, get informations wich entitys could satisfy that and see what it has included, that's the usual way to make a proper done map
unless you already know that kind of stuff of course (time saver)
unless you already know that kind of stuff of course (time saver)
Okay, I did the way with the math_counter: I created a trigger which enables the Npc_maker and a Squad thats adds one to the counter at death, which is the counters maximum, which triggers wave 2, via I/O
...so how can I solve this?
Didn't get it?Need mroe details?Here is the vmf:
http://rapidshare.com/files/373605363/o ... rvival.vmf
Regards & gn8, Jack
...so how can I solve this?
Didn't get it?Need mroe details?Here is the vmf:
http://rapidshare.com/files/373605363/o ... rvival.vmf
Regards & gn8, Jack
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- prop_static
- Posts: 67
- Joined: Mon Mar 08, 2010 7:52 pm
Why does the trigger_once at the spawn point start the countdown for both waves?
Also you need to set the counters maximum value to the number of npcs that are going to spawn. Alternatively you could just use OnAllSpawnedDead on the npc maker instead of using the counter.
Another thing, use info_player_deathmath instead of info_player_start.
Also you need to set the counters maximum value to the number of npcs that are going to spawn. Alternatively you could just use OnAllSpawnedDead on the npc maker instead of using the counter.
Another thing, use info_player_deathmath instead of info_player_start.