How to end a single-player game without elevator?
Quote from Daschnookle on January 29, 2012, 10:17 pmCouldn't find it anywhere, so can anyone tell me? I don't care if it has to fade or anything, I just need the game to end. Please don't be mad at me. 🙂
Couldn't find it anywhere, so can anyone tell me? I don't care if it has to fade or anything, I just need the game to end. Please don't be mad at me. 🙂

Quote from Lpfreaky90 on January 29, 2012, 10:25 pmUse a trigger_once,
create a "game_end" called it something like "game_end".Let the trigger_once have output
Onstarttouch game_end, EndGameFor a fade, delay the EndGame and use an env_fade (game_end_fade)
Onstarttouch game_end_fade; fade.For a text while fading use a game_text (game_end_text)
Onsttarttouch game_end_text Display.Hope that was somewhat useful
Use a trigger_once,
create a "game_end" called it something like "game_end".
Let the trigger_once have output
Onstarttouch game_end, EndGame
For a fade, delay the EndGame and use an env_fade (game_end_fade)
Onstarttouch game_end_fade; fade.
For a text while fading use a game_text (game_end_text)
Onsttarttouch game_end_text Display.
Hope that was somewhat useful ![]()
Quote from Daschnookle on January 29, 2012, 10:34 pm@lpfreaky90
Thank you so much and it was helpful. 🙂
But I have a question, does each output go the way it's meant to be? Ex. for the first thing you put:My output named|Onstarttouch
Target entities|game_end
Via this input|EndGame***Isn't game_end supposed to be for coop? Or does it work either way?
Thank you so much and it was helpful. 🙂
But I have a question, does each output go the way it's meant to be? Ex. for the first thing you put:
My output named|Onstarttouch
Target entities|game_end
Via this input|EndGame
***Isn't game_end supposed to be for coop? Or does it work either way?

Quote from Lpfreaky90 on January 29, 2012, 11:01 pmDaschnookle wrote:@lpfreaky90Thank you so much and it was helpful.
But I have a question, does each output go the way it's meant to be? Ex. for the first thing you put:My output named|Onstarttouch
Target entities|game_end
Via this input|EndGame***Isn't game_end supposed to be for coop? Or does it work either way?
What I did is actually have a trigger_once trigger a logic_relay
Logic relay had:
Onstarttouch, fade, fade, 0.00
Onstarttouch, text, display, 5.00
Onstarttouch, game_end, EndGame, 15.00To make it easier for myself in game I added game_end_ to each entity so I knew they were all part of the final relay
So it was game_end_fade, game_end_text, game_end_endDunno if game_end is supposed to be for coop, but it also kills singleplayer maps
Thank you so much and it was helpful. ![]()
But I have a question, does each output go the way it's meant to be? Ex. for the first thing you put:
My output named|Onstarttouch
Target entities|game_end
Via this input|EndGame
***Isn't game_end supposed to be for coop? Or does it work either way?
What I did is actually have a trigger_once trigger a logic_relay
Logic relay had:
Onstarttouch, fade, fade, 0.00
Onstarttouch, text, display, 5.00
Onstarttouch, game_end, EndGame, 15.00
To make it easier for myself in game I added game_end_ to each entity so I knew they were all part of the final relay ![]()
So it was game_end_fade, game_end_text, game_end_end ![]()
Dunno if game_end is supposed to be for coop, but it also kills singleplayer maps ![]()
Quote from Pitkakorvaa on January 30, 2012, 8:19 amOther way is to use point_clientcommand.
- Code: Select all
OnStartTouch > [Fade entity name] > FadeIn > [Delay 0.00]
OnStartTouch > [Text entity name] > Display > [Delay 1.50]
OnStartTouch > [point_clientcommand entity name] > command > disconnect > [Delay 3.00]
Other way is to use point_clientcommand.
- Code: Select all
OnStartTouch > [Fade entity name] > FadeIn > [Delay 0.00]
OnStartTouch > [Text entity name] > Display > [Delay 1.50]
OnStartTouch > [point_clientcommand entity name] > command > disconnect > [Delay 3.00]
Quote from Daschnookle on January 30, 2012, 9:50 pmlpfreaky90 wrote:What I did is actually have a trigger_once trigger a logic_relayLogic relay had:
Onstarttouch, fade, fade, 0.00
Onstarttouch, text, display, 5.00
Onstarttouch, game_end, EndGame, 15.00To make it easier for myself in game I added game_end_ to each entity so I knew they were all part of the final relay 😉
So it was game_end_fade, game_end_text, game_end_end 😉Dunno if game_end is supposed to be for coop, but it also kills singleplayer maps 🙂
I don't get it. I'm sort of new to mapping. Do you mean the trigger_once has an output like
My output named | OnTrigger
object | (logic_relay name)
via | Trigger
?
Logic relay had:
Onstarttouch, fade, fade, 0.00
Onstarttouch, text, display, 5.00
Onstarttouch, game_end, EndGame, 15.00
To make it easier for myself in game I added game_end_ to each entity so I knew they were all part of the final relay 😉
So it was game_end_fade, game_end_text, game_end_end 😉
Dunno if game_end is supposed to be for coop, but it also kills singleplayer maps 🙂
I don't get it. I'm sort of new to mapping. Do you mean the trigger_once has an output like
My output named | OnTrigger
object | (logic_relay name)
via | Trigger
?

Quote from Lpfreaky90 on January 30, 2012, 10:09 pmI trigger_once:
Onstarttouch -> logic_relay -> Triggerlogic_relay
OnTrigger -> fade -> fade -> 0.00
OnTrigger -> text -> display 5.00
OnTrigger -> game_end -> EndGame 10.00Sorry I made an error in the previous post, giving the logic_relay a onstarttouch output, that's impossible, and confusing.
So instead of making a list of things that happens when you trigger the trigger_once I only trigger one logic_relay. That relay does all the work. The main advantage is that you can cancel the pending time for a logic_relay. That can be useful from time to time
I trigger_once:
Onstarttouch -> logic_relay -> Trigger
logic_relay
OnTrigger -> fade -> fade -> 0.00
OnTrigger -> text -> display 5.00
OnTrigger -> game_end -> EndGame 10.00
Sorry I made an error in the previous post, giving the logic_relay a onstarttouch output, that's impossible, and confusing.
So instead of making a list of things that happens when you trigger the trigger_once I only trigger one logic_relay. That relay does all the work. The main advantage is that you can cancel the pending time for a logic_relay. That can be useful from time to time ![]()
Quote from Daschnookle on January 30, 2012, 10:46 pmlpfreaky90 wrote:I trigger_once:
Onstarttouch -> logic_relay -> Triggerlogic_relay
OnTrigger -> fade -> fade -> 0.00
OnTrigger -> text -> display 5.00
OnTrigger -> game_end -> EndGame 10.00Sorry I made an error in the previous post, giving the logic_relay a onstarttouch output, that's impossible, and confusing.
So instead of making a list of things that happens when you trigger the trigger_once I only trigger one logic_relay. That relay does all the work. The main advantage is that you can cancel the pending time for a logic_relay. That can be useful from time to time
Thank you for the easier explanation. I think I can handle the rest for now.
Ipfreaky's way was great but the end game worked for the point clientcommand.
Thanks both of you anyways!
Onstarttouch -> logic_relay -> Trigger
logic_relay
OnTrigger -> fade -> fade -> 0.00
OnTrigger -> text -> display 5.00
OnTrigger -> game_end -> EndGame 10.00
Sorry I made an error in the previous post, giving the logic_relay a onstarttouch output, that's impossible, and confusing.
So instead of making a list of things that happens when you trigger the trigger_once I only trigger one logic_relay. That relay does all the work. The main advantage is that you can cancel the pending time for a logic_relay. That can be useful from time to time ![]()
Thank you for the easier explanation. I think I can handle the rest for now.
Ipfreaky's way was great but the end game worked for the point clientcommand.
Thanks both of you anyways! ![]()


