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. > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Sent from Olly's SEGA Game Gear _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders