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problem to create a counter [help for map]
Posted: Mon Jul 01, 2019 5:45 pm
by Classic Fighter
I would like to know how to develop an accountant.
Example: when an activator is activated, the number 1 will be shown in (some part of the map without covering a lot of space), if it is activated again, the number 2 is displayed, if it is activated again, the number 3 is displayed and then It is activated until you reach number 15 fifteen.
Re: problem to create a counter [help for map]
Posted: Mon Jul 01, 2019 8:01 pm
by Gurt
For your trigger that shall increase the counter you need to call a custom Script Method.
Mark your trigger responsible for increasing your counter and the Script Method property and type in a name of the function you want to call, for example "IncreaseCounter".
In the map script create a public method with the name "IncreaseCounter" with the correct signature and increase your custom counter. For each time it increases update a Text marker by a custom ID and check if you have reached 15.
Code: Select all
int myCounter = 0;
public void IncreaseCounter(TriggerArgs args) {
myCounter += 1;
// update text on an "IObjectText" tile (Text marker for example) named "MyTextCounter"
IObjectText textObj = Game.GetSingleObjectByCustomID<IObjectText>("MyTextCounter");
if (textObj != null) {
textObj.SetText(myCounter.ToString());
}
if (myCounter == 15) {
// Do whatever you want. For example, let's activate some known trigger by name "MyTriggerAt15."
// counter reached 15. Let's activate a trigger by name "MyTriggerAt15"
IObjectTrigger trigger = Game.GetSingleObjectByCustomID<IObjectTrigger>("MyTriggerAt15");
if (trigger != null) {
trigger.Trigger();
}
}
}
Re: problem to create a counter [help for map]
Posted: Tue Jul 02, 2019 3:10 pm
by hyper copter
I think it can be done with triggers. It'd just be very infuriating to do because you'dmaybeneed to place 15 duplicates in the exact same location.
Re: problem to create a counter [help for map]
Posted: Tue Jul 02, 2019 10:21 pm
by Classic Fighter
forget it, I already solved the problem by putting together triggers in an ingenious way, anyway thanks for the help