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By KeNnY1337 12 months ago

Hey mappers, i'm currently working on a multigame map which you can see here:

here you can see the room where you can choose a minigame. I've currently 10 minigames, but there will be 20.

If you jump into a minigame, it will be blocked the further rounds by a func_brush.

Now to my question.

Is it possible that when you choose exactly 10 minigames (every round a new minigame) that every minigame is enabled in the next round?

example: You choose first round climb, second round race,... and the tenth round knife, then the eleventh round should enable every minigame, so that you can pick it again.

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  • Devieus's Levels
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    Devieus
    Posted 12 months ago

    Make a 'math_counter' that has a 'maximum legal value' of 10, then in the I/O chain make it go 'OnHitMax->[func_brush names]->disable', resetting the counter itself afterwards with 'OnHitMax->!self->SetValue->0'

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    J.4.C.K.8
    Posted 12 months ago

    Not entirely sure if this would work over multiple rounds, but if you have a mathcounter with a max value of 10, then you can have an input to add 1 to the counters value everytime a minigame is selected/blocked off. An output on the counter with OnHitMax can be used to disable all the funcbrushes that block the doors.

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    Fibbs
    Posted 12 months ago

    Use an env_global and add to it every time a game is chosen. Link the "counter" output to a logic_case with 10 as the value for Case 01, then use the OnCase01 output on the logic_case to set the env_global's value to 0 and toggle the func_brushes.

    If you need this explained properly, do ask.

  • KeNnY1337's Levels
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    Posted 12 months ago

    Posted by Fibbs

    Use an env_global and add to it every time a game is chosen. Link the "counter" output to a logic_case with 10 as the value for Case 01, then use the OnCase01 output on the logic_case to set the env_global's value to 0 and toggle the func_brushes.

    If you need this explained properly, do ask.

    Yeah, please explain it more detailed (you can send me a PM). I'm not so familiar with that env_global

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    Posted 12 months ago

    Read the link. It's just an entity which keeps its state over new rounds (most entities reset to their initial state on a new round). If you add 1 to the env_global, next round it will still hold the number 1. Add again and it will be 2. With a math_counter, the number will reset back to the initial value on new rounds. You can use this to have different things happen on different rounds. The "counter" output on the env_global sends its current value to the target entity (the logic_case). So, if you put "10" in the first case of the logic_case then when it receives the counter output in its InValue input, it will compare that value to whatever's in the case values (01-16). Since 10 is in the first case (Case 01), when the env_global's value is 10 it will trigger the OnCase01 output of the logic_case entity. From there you can do what you like.

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    Posted 12 months ago

    Posted by Fibbs

    Read the link. It's just an entity which keeps its state over new rounds (most entities reset to their initial state on a new round). If you add 1 to the env_global, next round it will still hold the number 1. Add again and it will be 2. With a math_counter, the number will reset back to the initial value on new rounds. You can use this to have different things happen on different rounds. The "counter" output on the env_global sends its current value to the target entity (the logic_case). So, if you put "10" in the first case of the logic_case then when it receives the counter output in its InValue input, it will compare that value to whatever's in the case values (01-16). Since 10 is in the first case (Case 01), when the env_global's value is 10 it will trigger the OnCase01 output of the logic_case entity. From there you can do what you like.

    I have now a new problem, my env_global doesn't have the function counter, how you can see here:

    My included Game Data files in Hammer:

    • base.fgd
    • cstrike.fgd
    • cstrike-gflyer108b.fgd
    • sdk.fgd
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    Posted 12 months ago

    Bah, seems they didn't update it with the OB update (probably). You could try adding the keys with smart edit off to see if it works.

    If it doesn't, I'll try chaining together 10 of them to see if I can get it working.

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    Posted 12 months ago

    Posted by Fibbs

    Bah, seems they didn't update it with the OB update (probably). You could try adding the keys with smart edit off to see if it works.

    If it doesn't, I'll try chaining together 10 of them to see if I can get it working.

    Hey fibbs, do you have a solution for the problem? I tried the env_global and to edit the counter, but at me it doesn't really work, maybe you could try it.

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    Posted 12 months ago

    Posted by Fibbs

    http://gamebanana.com/css/prefabs/5986

    How it works is explained there but if you need anything explained further just ask. Sorry it took so long.

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