Whatever it is you want to happen to players when they die, which I suspect is along the lines of...
mob/player |
I just had a thought... maybe lives can be a proc that counts the number of times the deathcheck proc is used. Then when it exceeds lets say 20 then it goes to the game over proc and viola!!!!!
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A procedure to do this wouldn't especially be helpful, since you still need to store somewhere in a variable how many times you've died. Of course, modifying my previous snippet to count deaths, rather than lives, is rather easy.
#define MAX_DEATHS = 20 |
Actually, for static screens such as game over, an object on the map might work a bit more efficiently than client.screen objects.
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wait wait for some odd reason it says: 12: error: missing left hand argument to =. What does that mean???
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it seemed to work with = now it says killer is undefined var and ondeath and gameover are unidentified procs
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For the most part my snippets are just examples, so copy and pasting them probably isn't for the best. You'd have to define OnDeath() and GameOver() yourself. As for the error with killer being undefined, I'm not entirely sure why that'd be cropping up (are you forgetting to specify it in the procedure's arguments?).
#define MAX_DEATHS 20 |
Geez, Andrew! Hand out false information to everyone, why don't you! Lol.
Back on topic, make sure the variables and procs you're trying to access are available in the particular scope you're working in. |
The same concept applies for players really, though for players you'd probably want to create a variable to store where the location of the last save point was, like: