A way to count Headless Kills?

  • If you're asking a question make sure to set the thread type to be a question!

DraonhawkXD

L1: Registered
Apr 25, 2015
14
0
I'm planning to make a map that's based on a team killing the most Headless Horsemen;
Is there a way in hammer to count the total number of headless horseman kills from a team?
well, at least make the map be victory based on the most player points counted?
 
Last edited:
Apr 14, 2013
663
343
Yes. Count the number of times you spawn the horseman, so that whatever triggers him will also add 1 to the counter.
Use a math_counter. (acutally 2- one for Red one for Blu)
Put an Output

[the spawn trigger system] Counter Add 1 (for both teams)

When the number reaches the set value (the "max" value) trigger the win

OnHitMax TeanRoundWin SetTeam (the team whose counter ended)
 
Last edited:

henke37

aa
Sep 23, 2011
2,075
515
That only counts the number of times it has been spawned. Not the number of times it has been defeated by a specific team.

Then again, how do you decide which team defeated it? The last one to hurt it? The one to hurt it the most? The most the last 5 % of its lifespan? What a mess. This is why games don't have shared goals that are awarded only to one team.
 

DraonhawkXD

L1: Registered
Apr 25, 2015
14
0
That only counts the number of times it has been spawned. Not the number of times it has been defeated by a specific team.

Then again, how do you decide which team defeated it? The last one to hurt it? The one to hurt it the most? The most the last 5 % of its lifespan? What a mess. This is why games don't have shared goals that are awarded only to one team.

Than split the teams apart and make have to find and fight their own part of the map, I mean Im planning to make a huge map and dupe it, so both teams can race to see how many headless kills they can achieve, but at some points a random player will get teleported to the enemie's world and have to fight/slow down the enemy.
 

henke37

aa
Sep 23, 2011
2,075
515
I don't know if the HHH supports multiple simultaneous instances. And even if it does, it most certainly does not support the map being split into disconnected areas with players in an area it isn't in.
 
Apr 14, 2013
663
343
That only counts the number of times it has been spawned. Not the number of times it has been defeated by a specific team.

Then again, how do you decide which team defeated it? The last one to hurt it? The one to hurt it the most? The most the last 5 % of its lifespan? What a mess. This is why games don't have shared goals that are awarded only to one team.

I thought he has 2 spawners, filtered for red only and blu only
 

Toomai

L3: Member
Apr 14, 2011
129
144
I don't know if the HHH supports multiple simultaneous instances. And even if it does, it most certainly does not support the map being split into disconnected areas with players in an area it isn't in.
I've seen videos of people spawning a butt-ton of HHHs with the only issue being that they try to kill each other until only one is left. And if he's anything like the normal TFBots, if the path to his target is blocked he'll just run into a corner somewhere that's as close as he can get.
 

Tumby

aa
May 12, 2013
1,084
1,192
The HHH actually prefers to go to controlpoints when nobody is in range. It's also possible to restrict his movement with a special navigation brush. He will try to never leave the brush. And if "IT" is outside the brush, "IT" will no longer be "IT".

35182ce8ec.jpg

Lakeside_event decompile - I made two screenshots for the transparency. The texture does not matter.