DeVinci
|
  |
| Joined: 21 Jul 2010 |
| Total Posts: 338 |
|
|
| 28 Apr 2012 08:18 PM |
I have a game script, which is currently time based. I wan't it to be a "player is living" based.
If all the players who are playing die, THEN the game ends, not when the time runs out. I tried a table but it failed.
Heres the script:
while true do local m = math.random(1,1) local player = game.Players:GetPlayers() for i = 1, #player do msg = player[i].PlayerGui.Status.StatusText
if m == 1 then local Spawn = game.Workspace.Spawn.Position msg.Text = "Intermission" wait(10) msg.Text = "Game in Progress" player[i].Character:MoveTo(Spawn) --Vector3.new(-101, 4.8, -146) game.Lighting.Zombies:clone().Parent = game.Workspace wait(30) player[i].Character.Humanoid.Health = 0 end end end |
|
|
| Report Abuse |
|
|
Drenkus
|
  |
| Joined: 03 May 2009 |
| Total Posts: 2380 |
|
|
| 28 Apr 2012 08:31 PM |
First you'd need a value to tell whether the player is dead or not, then a loop. Next a function to check when the player is dead, and to change the previous value with that function. |
|
|
| Report Abuse |
|
|
DeVinci
|
  |
| Joined: 21 Jul 2010 |
| Total Posts: 338 |
|
| |
|
DeVinci
|
  |
| Joined: 21 Jul 2010 |
| Total Posts: 338 |
|
|
| 28 Apr 2012 08:35 PM |
Ok so
while true do function playerDead(player) if player.Dead.Value = true then --game ends else -do nothing end
Like that? |
|
|
| Report Abuse |
|
|
DeVinci
|
  |
| Joined: 21 Jul 2010 |
| Total Posts: 338 |
|
| |
|
DeVinci
|
  |
| Joined: 21 Jul 2010 |
| Total Posts: 338 |
|
|
| 28 Apr 2012 09:01 PM |
Ok, so I tried this, but it doesn't work:
while true do local m = math.random(1,1) local player = game.Players:GetPlayers() for i = 1, #player do msg = player[i].PlayerGui.Status.StatusText
if m == 1 then local Spawn = game.Workspace.Spawn.Position player[i].Dead.Value = false msg.Text = "Intermission" wait(10) msg.Text = "Game in Progress" player[i].Character:MoveTo(Spawn) --Vector3.new(-101, 4.8, -146) game.Lighting.Zombies:clone().Parent = game.Workspace while wait() do if player[i].Dead.Value = true then player[i].Character.Humanoid.Health = 0 end end end end end |
|
|
| Report Abuse |
|
|
DeVinci
|
  |
| Joined: 21 Jul 2010 |
| Total Posts: 338 |
|
|
| 28 Apr 2012 09:19 PM |
Seriously.... I need some freaking help
|
|
|
| Report Abuse |
|
|
DeVinci
|
  |
| Joined: 21 Jul 2010 |
| Total Posts: 338 |
|
|
| 28 Apr 2012 09:30 PM |
| Omg... This is rediculous. The help on this website is outrageous.... >:( |
|
|
| Report Abuse |
|
|
|
| 28 Apr 2012 10:06 PM |
any output? and btw, thanks for telling me about the values in roblox parts.. i actually had to use that :P
site.Players.callmeduck2.PostCount.Value=site.Players.callmeduck2.PostCount.Value+1 |
|
|
| Report Abuse |
|
|
DeVinci
|
  |
| Joined: 21 Jul 2010 |
| Total Posts: 338 |
|
|
| 29 Apr 2012 07:55 AM |
Haven't checked. I will later, gotta go to church -_-
And your welcome, happy to help :D |
|
|
| Report Abuse |
|
|
jobro13
|
  |
| Joined: 05 Aug 2009 |
| Total Posts: 2865 |
|
|
| 29 Apr 2012 07:58 AM |
No.
Its not that hard look.
Make a script that insert a bool.
a = Instance.new("BoolValue", game.Players.LocalPlayer) a.Value = false a.Name = "Dead"
died() game.Players.LocalPlayer.Dead.Value = true end
game.Players.LocalPlayer.Character.Humanoid.Died:connect(died)
--another script, your game script
while true do wait(1) stopgame = true for i,v in pairs(game.Players:GetPlayers()) do if v.Dead.Value == false then stopgame = false end if stopgame then --use stuff here to stop the game, every player died! end end |
|
|
| Report Abuse |
|
|
DeVinci
|
  |
| Joined: 21 Jul 2010 |
| Total Posts: 338 |
|
|
| 29 Apr 2012 07:59 AM |
Actually. I'll get it now. It says:
Workspace.MinigameScript:17: 'then' expected near '='
Not sure why it's doing this, I think the line is correct:
if player[i].Dead.Value = true then
Dead is a boolean so I think that should work :\ |
|
|
| Report Abuse |
|
|
jobro13
|
  |
| Joined: 05 Aug 2009 |
| Total Posts: 2865 |
|
|
| 29 Apr 2012 07:59 AM |
| math.random(1,1)? What a nonsense... xD |
|
|
| Report Abuse |
|
|
jobro13
|
  |
| Joined: 05 Aug 2009 |
| Total Posts: 2865 |
|
|
| 29 Apr 2012 08:00 AM |
..
Its == for if's, not =
= Sets things == Makes a bool of something.
(Like a = true b = true if a == b then
(a = b, so a == b is true, so if true then, code runs :)) ) |
|
|
| Report Abuse |
|
|
DeVinci
|
  |
| Joined: 21 Jul 2010 |
| Total Posts: 338 |
|
|
| 29 Apr 2012 08:01 AM |
@jobro
I get this:
Workspace.MinigameScript:7: 'eof' expected near 'end' |
|
|
| Report Abuse |
|
|
jobro13
|
  |
| Joined: 05 Aug 2009 |
| Total Posts: 2865 |
|
|
| 29 Apr 2012 08:02 AM |
You miss an end.
Check your code. function() needs an end if needs an end do needs an end. |
|
|
| Report Abuse |
|
|
DeVinci
|
  |
| Joined: 21 Jul 2010 |
| Total Posts: 338 |
|
|
| 29 Apr 2012 08:04 AM |
Derp... I knew that XD
But when all the players die, the script stops working. Heres the script:
while true do local m = math.random(1,1) local player = game.Players:GetPlayers() for i = 1, #player do msg = player[i].PlayerGui.Status.StatusText
if m == 1 then local Spawn = game.Workspace.Spawn.Position player[i].Dead.Value = false msg.Text = "Intermission" wait(10) msg.Text = "Game in Progress" player[i].Character:MoveTo(Spawn) --Vector3.new(-101, 4.8, -146) game.Lighting.Zombies:clone().Parent = game.Workspace while wait() do if player[i].Dead.Value == true then player[i].Character.Humanoid.Health = 0 end end end end end |
|
|
| Report Abuse |
|
|
jobro13
|
  |
| Joined: 05 Aug 2009 |
| Total Posts: 2865 |
|
| |
|
|
| 29 Apr 2012 08:48 AM |
@ both of you "You miss an end." I'm pretty sure eof means you have an EXTRA end somewhere. If your missing one it wil tell you 'end expected to close function/if/repeat/etc at line whatever"
site.Players.callmeduck2.PostCount.Value=site.Players.callmeduck2.PostCount.Value+1 |
|
|
| Report Abuse |
|
|
jobro13
|
  |
| Joined: 05 Aug 2009 |
| Total Posts: 2865 |
|
|
| 29 Apr 2012 08:50 AM |
Lets just say there is something off with the ends.
eof = End Of Function |
|
|
| Report Abuse |
|
|
|
| 29 Apr 2012 08:52 AM |
:3 as long as im right hahaha jk. But yea it looks good to me now, with the ends and stuff. + jobro, he did define spawn. :)
site.Players.callmeduck2.PostCount.Value=site.Players.callmeduck2.PostCount.Value+1 |
|
|
| Report Abuse |
|
|
jobro13
|
  |
| Joined: 05 Aug 2009 |
| Total Posts: 2865 |
|
| |
|
|
| 29 Apr 2012 08:55 AM |
phail in what way? I just woke up like an hour ago
site.Players.callmeduck2.PostCount.Value=site.Players.callmeduck2.PostCount.Value+1 |
|
|
| Report Abuse |
|
|
jobro13
|
  |
| Joined: 05 Aug 2009 |
| Total Posts: 2865 |
|
|
| 29 Apr 2012 08:56 AM |
| Spawn is defined, overlooked that. |
|
|
| Report Abuse |
|
|
|
| 29 Apr 2012 08:59 AM |
oh yea. I thought you were phailing me. I was about be all like " Oh hayl no boi" :D
site.Players.callmeduck2.PostCount.Value=site.Players.callmeduck2.PostCount.Value+1 |
|
|
| Report Abuse |
|
|