I'd make a variable in the player class called int_Rounds (or something 
clever) and then make a custom trigger, that could be called 
Trigger_Checkpoint. Then make a variable in the Trigger_Checkpoint called 
int_RoundOfThisTrigger (that can be edited through hammer, see .fgd). Then 
in the Touch Function of Trigger_Checkpoint, dynamically cast the 
baseentity* and see if it's a player. If it is a player, then check if the 
pPlayer->int_Rounds = int_RoundsOfThisTrigger-1, and if it is,  then set 
pPlayer->int_Rounds = intRoundsOfThisTrigger. Of course, the logic has to be 
expanded, so when the player reaches the goal, the int_Rounds is set to Zero 
again. But that should be straightforward.

Of course, it could be done with some advanced in-map entity input/output, 
but it's much simpler (and more reliable) to do it via programming.

Have Fun,
Sortie

----- Original Message ----- 
From: "FaMiNe" <fam...@gmail.com>
To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com>
Sent: Tuesday, April 28, 2009 11:50 PM
Subject: [hlcoders] Checkpoints Triggers


> I've been looking into this for a while, but I'm still new.
>
> I'm trying to create a checkpoint system, where the player cannot
> activate the next checkpoint until they get the current one (ex: have to
> get checkpoint 1 before you can get checkpoint 2).
>
> I created a map entity, and using trigger_multiple as a base for my
> checkpoint trigger, I'm trying to find a place to put a variable that
> contains the previous checkpoint that they grabbed, and a method to
> trigger it in the first place. Since this is a multiplayer mod, I expect
> each player instance to have their own checkpoint status variable.
>
>
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