Point Counter

nik

L12: Fabulous Member
Aug 14, 2009
987
564
Hi, for a new map I'm working on, I want to put in a shooting-range sort of thing, with a few targets at the end, with several rings that assign different points. I really have no idea how to create a counter that will accept inputs based on which areas of the targets have been damaged (I can do basic inputs/outputs). If you are confused, I basically want to do what is in Dark Carnival, where you get the gnome, but not with moving targets, and that is just always on.

any suggestions?
 

megawac

L4: Comfortable Member
Oct 2, 2009
180
29
An invisible textured func_breakable in front of whatever you want to shoot with one health and adds 1 to the point_counter when broken.

Than make a logic_relay to fire it again.

Thats my guess
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
a func_button with the OnDamaged output to add one to the counter would work better

This was what I was thinking, but how do I make a prop that will update what it says on the display on each input?
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
math_counter
If you look at the no mercy hospital, the elevator has a very nice digital display entity rig.

Is there a model I can use in TF2, or do I need to have it made custom?