Jump to content

TheMoon

Members
  • Posts

    2
  • Joined

  • Last visited

  1. Also, for triggering new text/message entities every time a can is placed, it's handy to use a logic_case. Simply give your math_counter the following output: OutValue "name of your logic_case" InValue 0.00 It will then send its value evertime it is changed. You need to specify those values in the logic_case entity as Cases (for example, put "1" as value for the Case01 keyvalue etc.) Then you can work with the OnCaseXX Outputs of the logic_case to trigger the desired event at each possible amount of cans placed. For example, you could change the message of a game_text and Display it: OnCase01 game_text AddOutput "message 2 cans left to retrieve" 0.00 OnCase01 game_text Display 0.01 OnCase02 game_text AddOutput "message 1 can left to retrieve" 0.00 OnCase02 game_text Display 0.01 etc pp
  2. As it would require this entity to get the Kill Input from somewhere first before it could send its OnKilled Output, why don't you just take a func_brush and trigger your desired event with the same entity(-ies) that also Kill the brush?
×
×
  • Create New...