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End of Game Menu!

PostPosted: Thu Nov 17, 2005 3:03 pm
by CdaMarinersFan
Okay, I have ANOTHER bug! This time, it's when the 5 minutes are over on my Count-down timer, and all events for Players 1-4 should be disabled, and my End of Game Menu should pop-up. Unfortunately, it doesn't want to do either one of those things. I have my commands start under the timer "endofGame"as an IF statement:
Code: Select all
(Script under Timer 1000 (1000ms))
if(Minute.textNumber <0)
{
    DestroyTimer("timer 1000");
    Minute.textNumber = 0;
    CreateTimer("Event Actor", "endOfGame", 1000);
}


I had put in the events after it, but they don't work anyways. I am thinking that perhaps I should use "Minute.textNumber = 0 && seconds.textNumber == 0" instead

PostPosted: Fri Nov 18, 2005 3:38 pm
by CdaMarinersFan
hello?

PostPosted: Fri Nov 18, 2005 4:21 pm
by makslane
How are you stopping the player events and show the menu?

PostPosted: Fri Nov 18, 2005 8:32 pm
by CdaMarinersFan
I am using EventDisable for players, and CreateActors for the menu, letters, and buttons.

PostPosted: Fri Nov 18, 2005 9:20 pm
by willg101
Are you letting the textNumber go below 0? (Sorry if this is obvious)

PostPosted: Sat Nov 19, 2005 4:45 am
by CdaMarinersFan
I'm positive that the game reads Minute.textNumber to less than 0, since I have an action to always keep the timer at 0:00 once the Minute goes below 0.

PostPosted: Sat Nov 19, 2005 2:43 pm
by willg101
Right, but if the clock is at 0:00 then GE reads that as 0, not less than 0... :?

PostPosted: Sat Nov 19, 2005 7:45 pm
by CdaMarinersFan
So, do you think I should use some C conditions, such as
Code: Select all
Minute.textNumber == 0 && seconds.textNumber == 0
? You know what? I think I'll try that.

All done here!

PostPosted: Sat Nov 19, 2005 7:59 pm
by CdaMarinersFan
Yeah, it works!