need advice on triggers & counters
Posted: Wed Sep 15, 2004 11:43 am
so here's the thing. i've got an area of eight squares with four monsters on it. the idea is that once all four monsters are dead, a pit in front of the area closes and the party is able to cross over. my original (and ill-conceived) plan was to have the pit closed by default and put a trigger on each tile in the area (activate by monster, constant weight only, target pit (activate)). this made good sense to me, but RTC made it pretty clear that this wasn't acceptable when i tried to compile it. guess this is a "multiple simultaneous instructions to the same object" problem.
so, i'm guessing that i'm barking up more or less the right tree, but need to use a counter, but i'm not all that clear about how counters work. i'm assuming that i need to have the triggers as before but pointing to a counter with a count of 4; the counter activates the pit, so when the count gets to 0, it should do the opposite and deactivate. is this the way to go about it? any advice would be appreciated.
so, i'm guessing that i'm barking up more or less the right tree, but need to use a counter, but i'm not all that clear about how counters work. i'm assuming that i need to have the triggers as before but pointing to a counter with a count of 4; the counter activates the pit, so when the count gets to 0, it should do the opposite and deactivate. is this the way to go about it? any advice would be appreciated.