Counter
Note: In UT2003 you should use a ScriptedTrigger instead.
A counter is exactly as its name suggests. It will need to be triggered n times before it will trigger an event.
Examples of using a counter:
- several buttons must be pressed before a door opens
- a monster appears once a player has picked up a particular number of items in a room
- the secret door in UT's DM-Codex
Because the Counter simply counts how many times it's been triggered, the order in which things trigger it has no relevance – there's no way for the Counter to know. In particular, if the Triggers are set as repeatable, the same Trigger n times will also do it (the door in DM-Codex can be opened by shooting just one light four times).
To avoid this, set Triggers to non-repeatable or with a long delay For something where the order matters, use a CodeMaster system.
Properties
- bool bShowMessage
- string CompleteMessage (localized)
- What message needs to be showed when the count is completed. For example: "Completed!"
- string CountMessage (localized)
- What message needs to be showed each time its triggered. For example: "Only %i more to go..."
- int NumToCount
- How many times does it need to be triggered before triggering the event.