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 Multiple Enemy Brains 
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Joined: Tue Jul 31, 2007 11:25 pm
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Post Multiple Enemy Brains
Hello, this is my first time tinkering with Lua.

I've made a scripted scene with two enemy brain cases. I want the script to keep the game going as long as there's enemy brains still living. One brain works as it should, but killing the other results in a win..


Mon Oct 19, 2009 6:54 pm
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Joined: Fri Dec 22, 2006 4:20 am
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Post Re: Multiple Enemy Brains
Levelx wrote:
I want the script to keep the game going as long as there's enemy brains still living.

That is the default.
When I have fifty brains in skirmish if one dies I still live.

Well, anyway, I know absolutely nothing about the lua things used in missions but I think the gist would be:
Code:
if brain1:IsDead() == true and brain2:IsDead() == true then
gameover
end


Mon Oct 19, 2009 7:27 pm
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Joined: Fri Jul 24, 2009 9:03 am
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Post Re: Multiple Enemy Brains
I seem to remember WeeGee's DummyTwins scene uses lua to detect when both brains are dead, I think it uses a Lua code that searches an area for dummy brains and if it finds none then it continues to the next phase. If you look at that first then you could find some hints.


Mon Oct 19, 2009 7:53 pm
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Post Re: Multiple Enemy Brains
Umm, it just used lua to check if the enemy has a brain...


Thu Oct 22, 2009 4:40 pm
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Post Re: Multiple Enemy Brains
Code:
if not MovableMan:IsActor(self.CPUBrain1) and not MovableMan:IsActor(self.CPUBrain2) then
This code seems to work out ok. I see it's limited to 2 CPU brains though and it got me thinking: Is there a way to search for CPU brains, like GetUnassignedBrain(); does?


Fri Oct 23, 2009 5:51 am
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