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| 05 Feb 2015 11:16 AM |
rather than having the main script do what the map does
I have a script inside each map which is undisabled when that map is chosen and cloned
Mr. Chang wants some poodle with his noodles |
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| 05 Feb 2015 11:24 AM |
| That seems sensible. I would personally just have one huge script with all the stuff, but if your way works I don't see anything obviously wrong with it. |
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| 05 Feb 2015 11:27 AM |
| A better way to put it is having in a Folder with all the scripts disabled to handle the mini-games |
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| 05 Feb 2015 11:29 AM |
I'd do something like
local minigames = {} function minigames.HideAndSeek() --do minigame stuff end function minigames.Arena() --do minigame stuff end
minigames[math.random(1, #minigames)]()
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| 05 Feb 2015 11:30 AM |
^ Do what he said. Like this. Make a folder in ServerStorage. Put scripts within it. Name the scripts, to the map names; maybe add something at the end? Like: The map name is: Mansion, and the scripts name is: MansionScript. Whenever a minigame is chosen, search for the script situated in the Folder you have. Enable it.
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| 05 Feb 2015 11:35 AM |
I might do that.
Mr. Chang wants some poodle with his noodles |
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| 05 Feb 2015 11:36 AM |
helps with optimization because the main script is only 76 (including empty lines) long
Mr. Chang wants some poodle with his noodles |
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| 05 Feb 2015 11:39 AM |
Minigames are quite simple. And, You have VAST competition; Ripulls Minigames is a good example. There are some things like: Map Voting which you could add, to boost your game up.
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Crythox
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| Joined: 03 Oct 2011 |
| Total Posts: 1188 |
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| 05 Feb 2015 11:42 AM |
| I'd put game scripts for each minigame in the map. And have the script repeat wait() until the map's GameEnded value is set to true |
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