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 Running a Script That Causes A WIN 
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Joined: Wed Jul 06, 2011 5:11 pm
Posts: 226
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Post Running a Script That Causes A WIN
So I'm trying to run a script that causes the activity to make you win once the actor it's attached to spawns into the scene out of a dropship/rocket. Right now I've got this...


Code:
function Create(self)
   
   self.winTimer = Timer();
   
end

function Update(self)
   
   if self.winTimer:IsPastSimMS(150) then
      if self.CPUTeam == Activity.NOTEAM then
         if self.playertally == 1 then
            for i = 1, #self.playerlist do
               if self.playerlist[i] == true then
                  self.WinnerTeam = i;
                  ActivityMan:EndActivity();
               end
            end
         end
      else
         if self.playertally == 0 then
            self.WinnerTeam = self.CPUTeam;
            ActivityMan:EndActivity();
         end
      end
   end
end


...attached to a Coalition Light. It's slightly altered from the skirmish defence win/lose conditions code. Right now it doesn't do anything. I was hoping for some guidance in the right direction!


Wed Mar 14, 2012 4:27 am
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DRL Developer
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Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
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Post Re: Running a Script That Causes A WIN
You're not setting self.playertally at any point, so nothing is happening.


Wed Mar 14, 2012 5:59 am
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