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Old 05-09-20, 12:42   #1
TRSMART
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Default Event after 2 enemies die

How can I trigger an event after 2 enemies die? (for example: 2 baddies and when both dead a door opens or camera event triggers)

Thanks
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Old 05-09-20, 17:19   #2
TokyoSU
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Quote:
Originally Posted by TRSMART View Post
How can I trigger an event after 2 enemies die? (for example: 2 baddies and when both dead a door opens or camera event triggers)

Thanks
if i remember correctly, you can do it with a "ConditionTrigger=" or something like that, and you check these 2 enemie health with a condition trigger from ngle or tombeditor (example: this XX entity have <= 0 health condition (it's not really this name throught but something like that)) and at the end of the "conditiontrigger=" a triggergroup that trigger the result, i dont know if the first triggergroup that contains the condition (ngle/te) can have 2 trigger trough :x
Example:
TriggerGroup= 1, FirstEntityCheckTrigger, SecondEntityCheckTrigger
TriggerGroup= 2, ResultTrigger
ConditionTrigger=1, XX, XX, XX, 1, IGNORE, 2 (replace XX by the correct and with all the argument)
someone more experienced would explain better i think
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Last edited by TokyoSU; 05-09-20 at 17:22.
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Old 05-09-20, 18:46   #3
AkyV
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An example:

GlobalTrigger= 1, FGT_SINGLE_SHOT, GT_CONDITION_GROUP, IGNORE, 1, 2, IGNORE
TriggerGroup= 1, $9000, 515, $E, $9000, 276, $E
TriggerGroup= 2, $5000, 141, $2B

; Set Trigger Type - CONDITION 14
; Exporting: CONDITION(14:62) for OBJECT(515) {Tomb_NextGeneration}
; <#> : WILD_BOAR ID 515 in sector (12,9) of Room15
; <&> : Creature. <#>Creature is currently (E)
; (E) : Enemy is dead
; Values to add in script command: $9000, 515, $E

; Set Trigger Type - CONDITION 14
; Exporting: CONDITION(14:62) for OBJECT(276) {Tomb_NextGeneration}
; <#> : SMALL_SCORPION ID 276 in sector (10,13) of Room15
; <&> : Creature. <#>Creature is currently (E)
; (E) : Enemy is dead
; Values to add in script command: $9000, 276, $E

; Set Trigger Type - ACTION 43
; Exporting: TRIGGER(43:0) for ACTION(141) {Tomb_NextGeneration}
; <#> : DOOR_TYPE1 ID 141 in sector (0,1) of Hall Up
; <&> : Trigger. (Moveable) Activate <#>Object with (E)Timer value
; (E) : Timer= +00
; Values to add in script command: $5000, 141, $2B
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Old 07-09-20, 20:13   #4
TRSMART
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Quote:
Originally Posted by AkyV View Post
An example:

GlobalTrigger= 1, FGT_SINGLE_SHOT, GT_CONDITION_GROUP, IGNORE, 1, 2, IGNORE
TriggerGroup= 1, $9000, 515, $E, $9000, 276, $E
TriggerGroup= 2, $5000, 141, $2B

; Set Trigger Type - CONDITION 14
; Exporting: CONDITION(14:62) for OBJECT(515) {Tomb_NextGeneration}
; <#> : WILD_BOAR ID 515 in sector (12,9) of Room15
; <&> : Creature. <#>Creature is currently (E)
; (E) : Enemy is dead
; Values to add in script command: $9000, 515, $E

; Set Trigger Type - CONDITION 14
; Exporting: CONDITION(14:62) for OBJECT(276) {Tomb_NextGeneration}
; <#> : SMALL_SCORPION ID 276 in sector (10,13) of Room15
; <&> : Creature. <#>Creature is currently (E)
; (E) : Enemy is dead
; Values to add in script command: $9000, 276, $E

; Set Trigger Type - ACTION 43
; Exporting: TRIGGER(43:0) for ACTION(141) {Tomb_NextGeneration}
; <#> : DOOR_TYPE1 ID 141 in sector (0,1) of Hall Up
; <&> : Trigger. (Moveable) Activate <#>Object with (E)Timer value
; (E) : Timer= +00
; Values to add in script command: $5000, 141, $2B
Woow thanks a lot makes so much sense now!
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