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Running a Script That Causes A WIN http://45.55.195.193/viewtopic.php?f=73&t=30694 |
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Author: | Pantera1993 [ Wed Mar 14, 2012 4:27 am ] |
Post subject: | 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! |
Author: | TheLastBanana [ Wed Mar 14, 2012 5:59 am ] |
Post subject: | Re: Running a Script That Causes A WIN |
You're not setting self.playertally at any point, so nothing is happening. |
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