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How to end a single-player game without elevator?

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. 🙂

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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 :)

@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?

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Daschnookle wrote:
@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?

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 :)

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]
The Corrupted - 1st place winner of the ThinkingWithPortals.com mapping contest 2012 !!
lpfreaky90 wrote:
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 🙂

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
?

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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 ;)

lpfreaky90 wrote:
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 ;)

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! :thumbup:

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