- OnExplode
- OnRetire
- OnTipped
There is no OnKilled and therefore it does not detect when, for example, a turret is dropped into a pool of deadly goo. Can anybody suggest a way to create a trigger when the last turret of a group of turrets is killed/disabled (regardless of the way they have been killed/disabled). No doubt I'm missing a more obvious way of doing it (I hope!).
Thanks

... this is a bit (aka, a lot) beyond my level of knowledge (I should have mentioned that I'm not quite a newbie - but I'm not far off!). I haven't explored the user in/outs and I don't understand the piggy-backing thingy. I also don't follow the "trigger_multiple in there already to kill objects" and "special targetname" bits (basically, you lost me after the first sentance!
).