#unqiue problem with eventlisteners

1 messages · Page 1 of 1 (latest)

pseudo lake
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I have a gamemode that requires specific things to trigger when there is only one player alive. the playeramount varies a lot. The way I have executed this, Is that map is covered with trigger_multiple where OnStartTouch->mathcounter->add 1, and OnEndTouch->mathcounter->subtract 1. I have eventlistener that subtracts one on player_death, and triggers only once. this way the mathcounter onhitmin can trigger stuff and its working as intended. Problem is, that if someone joins server midround, for some reason it messes up with counter and it doesnt reach the minimum value. Is there way around this or some easier method to trigger stuff more consistently when only 1 player is alive?

little mulch
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There is better way to do that

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Cover the area with trigger_multiple

Add this output

OnTouchingEachEntity>math_counter>Add>1

Create eventlistener with listening deaths

Add this output

OnEventFired>math_counter>setvalue>0
OnEventFired>trigger_multiple>TouchTest 0.02 delay
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this will check players in the trigger_multiple in every playerdeath event

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and set math_counter's value to it @pseudo lake

pseudo lake
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oh cool, thanks

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any idea which part of my previous setup had issues

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like im guessing the player_death activated when someone joined the team, and someone joining before anyone was dead was the problem

little mulch
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dont really know

pseudo lake
pseudo lake
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if its OnHitMin

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I guess SetValueNoFire?

little mulch
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You could add this output to eventlistener:

OnEventFired>math_counter>GetValue 0.08 delay

And this output to math_counter

OnGetValue>logic_case or logic_compare>InValue or SetValueCompare

And use that entities to fire whatever you want

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im not really sure about getvalue's delay you should try it ingame and find best one