yea, for sure Der’Saidin
set all your targets up as script_movers with a health/XX key. any targetname(target_1, target_2 etc…) and give each teams targets the same scriptname, I called them moving_target_allies/axis in the example.
moving_target_allies //with health key set, can be mobile and shootable
{
spawn
{
accum 1 set 0
}
death
{
accum 1 inc 1
trigger script_mover score_check
}
trigger score_check
{
accum 1 trigger_if_equal 5 event_announcer_allies five_points
accum 1 trigger_if_equal 10 event_announcer_allies ten_points
}
}
moving_target_axis //with health key set, can be mobile and shootable
{
spawn
{
accum 1 set 0
}
death
{
accum 1 inc 1
trigger script_mover score_check
}
trigger score_check
{
accum 1 trigger_if_equal 5 event_announcer_axis five_points
accum 1 trigger_if_equal 10 event_announcer_axis ten_points
}
}
event_announcer_allies //target_script_trigger/or void script_mover
{
trigger five_points
{
wm_announce "5 points scored by allied team"
}
trigger ten_points
{
wm_announce "10 points scored by allied team"
}
}
event_announcer_axis //target_script_trigger/or void script_mover
{
trigger five_points
{
wm_announce "5 points scored by axis team"
}
trigger ten_points
{
wm_announce "10 points scored by axis team"
}
}
I just pulled that code out of thin air, so i’m not sure if multiple script_movers with health/key still keep calling the same death{}
If not, you’ll have to customize every “targets” death to call the event_manager_XX(team) to increment accum 1 and to call the check to see if there’s enough points to merit calling the announcements…
know what I mean?
If i get a minute i’ll doublecheck if (or maybe someone knows if) different script_movers can call the same death routine as long as they all have the same scriptname, or once an entity’s dead its dead.
hmm, should w8 a couple days for some pro’s to pop in to verify what I’m thinking of.
In rememberance, gl.