: 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
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
: Wednesday, April 29, 2009 12:07 PM
Subject: Re: [hlcoders] Checkpoints Triggers
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
: Wednesday, April 29, 2009 12:07 PM
Subject: Re: [hlcoders] Checkpoints Triggers
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
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
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