Just FYI there is: CBaseEntity::IsPlayer()

2009/4/29 Jonas 'Sortie' Termansen <hlcod...@maxsi.dk>

> 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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-- 
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