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		<title>ON DEATH - Revision history</title>
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		<updated>2026-06-06T10:03:13Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=ON_DEATH&amp;diff=493&amp;oldid=prev</id>
		<title>RUNSABER: This will cause a trigger to not activate until all things of &lt;ThingID&gt; are killed or removed from the map.</title>
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				<updated>2016-07-24T22:19:29Z</updated>
		
		<summary type="html">&lt;p&gt;This will cause a trigger to not activate until all things of &amp;lt;ThingID&amp;gt; are killed or removed from the map.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== #ON_DEATH Conditions ==&lt;br /&gt;
&lt;br /&gt;
ON_DEATH is a condition used in RTS that causes scripts to activate upon the death or removal of a specified thing or object. This can be used not only for monsters, but players, decorations or a weapon if you see fit to do such things. RTS enhances DDF even more by adding certain conditions for scripts.&lt;br /&gt;
&lt;br /&gt;
'''Usage:'''&lt;br /&gt;
ON_DEATH &amp;lt;ThingID&amp;gt; [count]&lt;br /&gt;
&lt;br /&gt;
''Your code will look like this: ON_DEATH Mancubus 4''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
This will cause a trigger to not activate until all things of &amp;lt;ThingID&amp;gt; are killed or removed from the map.&lt;br /&gt;
&lt;br /&gt;
Let's say you wanted a sector to rise after killing Demons within the radius of a trigger script. You'd assign the Demons to the condition of death.&lt;br /&gt;
&lt;br /&gt;
'''Details:'''&lt;br /&gt;
&amp;lt;ThingID&amp;gt; can be the name or number from THINGS.DDF, like IMP or 3001.&lt;br /&gt;
&lt;br /&gt;
The optional [count] is a numerical value which causes a counter based on how many &amp;lt;ThingID&amp;gt; are left to kill. If used, the values should be greatest to lowest as you read down your script.&lt;br /&gt;
&lt;br /&gt;
'''Example:&lt;br /&gt;
'''&lt;br /&gt;
***&lt;br /&gt;
START_MAP MAP01&lt;br /&gt;
&lt;br /&gt;
  RADIUS_TRIGGER 0 0 -1&lt;br /&gt;
    ON_DEATH IMP 1 // runs when only 1 Imp is left alive&lt;br /&gt;
    TIP &amp;quot;Only 1 Imp left!&amp;quot;&lt;br /&gt;
  END_RADIUS_TRIGGER&lt;br /&gt;
&lt;br /&gt;
  RADIUS_TRIGGER 0 0 -1&lt;br /&gt;
    // since we don't specify a count, ALL imps must be killed&lt;br /&gt;
    ON_DEATH IMP&lt;br /&gt;
    TIP &amp;quot;All Imps killed!&amp;quot;&lt;br /&gt;
  END_RADIUS_TRIGGER&lt;br /&gt;
&lt;br /&gt;
END_MAP&lt;br /&gt;
***&lt;/div&gt;</summary>
		<author><name>RUNSABER</name></author>	</entry>

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