A Boojum Snark's entity tricks

Discussion in 'Mapping Questions & Discussion' started by Jive Turkey, Jun 7, 2009.

  1. Jive Turkey

    Jive Turkey L3: Member

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    Two things have come to my attention after looking through some of the entity systems created by the ever helpful Boojum. One, if I'm reading things correctly, is that you can target multiple entities with a numbered naming scheme by placing a * in place of the number. Is that just numbers or is the * just a wildcard character entirely?

    The second is that you can target all entities of a certain type in a map by using the entity's type name instead of specifying a specific targetname.

    I've never read anywhere in the docs about these methods before. Am I missing any other tricks by chance?
     
  2. Owlruler

    Owlruler L12: Fabulous Member

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    The * means that the engine replaces the * with every possible number to help reduce the number of I/O's but I don't know the answer to the last question.
     
  3. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    Actually, the * is a wildcard. Say I have a_setupgate_01_top and a_setupgate_01_bottom, in addition to other setup gates. when setup is over, I would just have the game timer output OnSetupFinished->a_setupgate*->Open
     
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