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Payload4367

About ThingCountName

Question

I copied this script from a ten year old thread on Zdoom forums and was wondering if this is the best way to still do this.

 

It displays an enemy counter (countdown) on screen and when that certain enemy type are all dead it triggers stuff. It works fine for one enemy type but I would like to have two of these counters stacked on the screen for two enemy types. So I made two scripts (see spoiler) but it bugs out a little. Flashing back and forth between the two counters instead of both just staying solid on the screen.


 

Spoiler

 

script "YUTANIMISSION" OPEN
{
 
 While (ThingCountName("SecurityGuardAT", 0) > 0)
 {
  SetFont ("BIGFONT");
  HudMessage(d:ThingCountName("SecurityGuardAT", 0), s:" COLONISTS LEFT TO ELIMINATE";
   HUDMSG_PLAIN, 1, CR_RED, 0.5, 0.95, 0);
  delay(35);
 }
  SetFont ("BIGFONT");
  HudMessage(s:"ALL COLONISTS ELIMINATED";
  HUDMSG_FADEINOUT|HUDMSG_LOG, 1, CR_RED, 0.5, 0.95, 20.0);
  delay(250);
  SetFont ("BIGFONT");
  HudMessage(s:"ELIMINATE REMAINING MERCENARIES";
  HUDMSG_FADEINOUT|HUDMSG_LOG, 1, CR_GREEN, 0.5, 0.9, 20.0);
  delay(250);
    

}


script "YUTANIMISSION2" OPEN
{
 
 While (ThingCountName("SoldierAT", 0) > 0)
 {
  SetFont ("BIGFONT");
  HudMessage(d:ThingCountName("SoldierAT", 0), s:" MERCS LEFT TO ELIMINATE";
   HUDMSG_PLAIN, 1, CR_RED, 0.5, 0.95, 0);
  delay(35);
 }
  SetFont ("BIGFONT");
  HudMessage(s:"ALL MERCENARIES ELIMINATED";
  HUDMSG_FADEINOUT|HUDMSG_LOG, 1, CR_RED, 0.5, 0.95, 20.0);
  delay(35);
  Door_Open(337, 8, 0);
  delay(250);
  SetFont ("BIGFONT");
  HudMessage(s:"APC DOOR NOW OPEN";
  HUDMSG_FADEINOUT|HUDMSG_LOG, 1, CR_GREEN, 0.5, 0.9, 20.0);
    

}

 

 

I tried combining them in one script, staggering their trigger times, and executing them with linedefs but it has the same results. Thanks in advance!

 

I would post the map here, but it uses the resources from a fairly sizable (customized) mod. But if you don't mind a 170 Mb dl to help with this question, message me:) 

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