by tronfaq » Mon Feb 08, 2010 3:17 pm
Okay, first off . . . unfortunately, you cannot have a map load another map in Multiplayer like you can in Single Player. It doesn't work. Believe me, we've already tried. The only way another map will load is if you complete the match(es) by getting the target number of kills, or time runs out.
If you want an area that acts like anti-gravity, the best way to achieve that effect is to create a brush box that defines where it is and then bind that brush to a Ladder VolumeBrush object.
For having it take the players do several things before something else can be done, you need to use an EventCounter object. Every time the players do something like activate a certain trigger, you use a command like "msg EventCounterName (inc 1)" to increment its value by 1. Then in the EventCounter object, you click the Event1 button and set Event1Value to the number of events the players have to trigger before the new thing happens. The new thing that you want to happen goes into the Event1IncToValCmd field.
[LDSO] - LivingDead System Operators
