Shouldn't it be possible to set the
level.clockside = (some variable) for round based games?
I have
level.clockside = level.winner
later i have the level.winner defined as allies or axis depending on a certain situation
yet in game it is awarding it to axis no matter what the situation
level.clockside variable
Moderator: Moderators
game
"level" only works for one level. Try using "game".
level.clockside = game.winner
You will also have to change it in the thread that defines the winning side. For the first game you will probably need an "if" statement to set the team because game.winner will have no value.
level.clockside = game.winner
You will also have to change it in the thread that defines the winning side. For the first game you will probably need an "if" statement to set the team because game.winner will have no value.
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Rookie One.pl
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kkcahdcakcyt
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ooohh. so i can set the level.clockside at anytime in the .scr?
lol duh......whoops
well I guess I still have much to learn about scripting.
Tltrude
what do you mean level only works for one level.......
you mean only that map .scr? because its only working inside the same map.scr
actually if you had insight on the different prefixes such as local, level, group, game and such that would be helpful! Because I'm still a beginner
lol duh......whoops
well I guess I still have much to learn about scripting.
Tltrude
what do you mean level only works for one level.......
you mean only that map .scr? because its only working inside the same map.scr
actually if you had insight on the different prefixes such as local, level, group, game and such that would be helpful! Because I'm still a beginner
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Rookie One.pl
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Get either the MoHAATools or Spearhead SDK, there's a lot of useful documentation.SDK/docs/MOH Miscellaneous Script Documentation.html or MOHAATools/docs/Script Files.txt wrote:Predefined object references
============================
1) game
Refers to the unique game object which maintains its state across levels. Only primitive values (integers/floats/strings/vectors) will persist across levels.
2) level
Refers to the unique level object which maintains its state for the duration of a level.
3) local
Refers to the thread executing the current command.
4) parm
Refers to the unique parm object which can be used to pass parameters to new threads.
Note that any use of this variable could be coded "better" by using parameters in the creation of new threads.
5) self
Refers to the object that the thread is processing for. This object is the same for all threads in a group of threads.
6) group
Refers to the object representing the group of threads the thread executing the current command belongs to.
self object
===========
The "self" object has its value set at the creation of a group of threads. The following are some such situations:
1) Automatically started scripts
self is NULL for level scripts. self is the character for animation scripts.
2) Command: thread label
Since the new thread has the same group as the original thread, self in the new thread is equal to self in the original thread.
3) Command: thread filename::label
self in the new thread is set equal to self in the original thread.
4) Command: object thread label
self in the new thread is set equal to object.
5) Command: object thread filename::label
self in the new thread is set equal to object.
6) If a thread is initiated in response to an event of an object, then self is set equal to this object.


