Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Jonas 'Sortie' Termansen
: 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

Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Olly
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

Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Jonas 'Sortie' Termansen
: 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

Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Ryan Sheffer
: 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

[hlcoders] Checkpoints Triggers

2009-04-28 Thread FaMiNe
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