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# Counter

UT :: Actor (UT) >> Triggers (UT) >> Counter (Package: Engine)
UT2003 :: Actor >> Triggers >> Counter (Package: Gameplay)

Note: In UT2003 you should use a ScriptedTrigger instead.

A counter is exactly as its name suggests. It will need to be triggered n times before it will trigger an event.

Examples of using a counter:

- several buttons must be pressed before a door opens
- a monster appears once a player has picked up a particular number of items in a room
- the secret door in UT's DM-Codex

Because the Counter simply counts how many times it's been triggered, the order in which things trigger it has no relevance – there's no way for the Counter to know. In particular, if the Triggers are set as repeatable, the same Trigger n times will also do it (the door in DM-Codex can be opened by shooting just one light four times).

To avoid this, set Triggers to non-repeatable or with a long delay For something where the order matters, use a CodeMaster system.

## Properties

bool bShowMessage
string CompleteMessage (localized)
  What message needs to be showed when the count is completed. For example: "Completed!"
string CountMessage (localized)
  What message needs to be showed each time its triggered. For example: "Only %i more to go..."
int NumToCount
  How many times does it need to be triggered before triggering the event.

## Related Topics

- Dynamics
- Types of Trigger
- Trigger Systems

Category Class (UT)

Category Class (UT2003)

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