Long story short:
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Carnage Contest Flood script requiredFlood script required
12 replies 1
Long story short:
getframe (50 frames = 1 sec)
the modulo operator % (giving the remainder of a division)
copy&paste the stuff for flooding from the flood weapon script
In the mission update (not drawing!) function:
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if (getframe() % (50*5))==0 then 	-- insert flooding snippet here end
The remainder of getframe() / (50*5) is 0 every 5 seconds. That's how it works.
(You could also increase a variable each frame and execute the flooding when it reaches 50*5 but with the modulo solution you don't have to use a variable at all.)
EDIT: I did it, but I need to sort things out. I'll test some more. But you can consider your problem solved!
EDIT the second: I'm sort of done. However, I can't figure out how to implement sounds. But if you give me the map I can compose it to a level.
edited 2×, last 22.09.12 05:31:26 pm
Johnfaber has written
Well, I tried, and managed to make it create an error message every five seconds stating "flood" is a nil value. So I'm on the right track. Hold onto your whatever you use to hold on.
EDIT: I did it, but I need to sort things out. I'll test some more. But you can consider your problem solved!
EDIT the second: I'm sort of done. However, I can't figure out how to implement sounds. But if you give me the map I can compose it to a level.
EDIT: I did it, but I need to sort things out. I'll test some more. But you can consider your problem solved!
EDIT the second: I'm sort of done. However, I can't figure out how to implement sounds. But if you give me the map I can compose it to a level.
The mission will have 20+ maps, so, do you only need one or every one of them?
edited 3×, last 22.09.12 09:45:26 pm
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node={} -- light effect around player function lightfx() 	x=getplayerx(0) 	y=getplayery(0) 	particle(p_muzzle,x,y) 	particlesize(0.8,2.0) 	particlerotation(0) 	particlealpha(1.0) 	particlefadealpha(0.04) 	particlecolor(255,255,0) 	for i=1,10 do 		particle(p_flare,x+math.random(-1000,1000)/100,y+math.random(-1000,1000)/100) 		size=math.random(200,500)/100 		particlesize(size,size) 		particlefadealpha(math.random(10,20)/1000) 		particlecolor(255,255,0) 		particlespeed(0,-math.random(20,150)/100) 	end end -- start function function mission_start() 	-- save win node position 	node.win={} 	node.win.x=getnodex("win") 	node.win.y=getnodey("win") 	if node.win.x==0 then 		node.win.x=-100000000 	end 	-- start fx 	lightfx() 	playsound(sfx_turn_you) 	-- call customt start function 	customstart() end -- custom start function for additional functionality. overwritten by map scripts 000.lua-XXX.lua function customstart() end -- draw function (just calls custom) function mission_draw() 	-- call custom draw function 	customdraw() end -- custom draw function for additional functionality. overwritten by map scripts 000.lua-XXX.lua function customdraw() end -- update function function mission_update() 	-- check if player wins (is close to win node) 	if (getframe()%5)==0 then 		-- win? 		x=getplayerx(0) 		y=getplayery(0) 		if math.abs(x-node.win.x)<20 then 			if math.abs(y-node.win.y)<20 then 				win() 			end 		end 	end 	if (getframe() % (50*5))==0 then -- insert flooding snippet here 		watery(getwatery()-150) 	end 	-- call custom update function 	customupdate() end -- custom update function for additional functionality. overwritten by map scripts 000.lua-XXX.lua function customupdate() end
edited 2×, last 23.09.12 06:59:20 am
Johnfaber has written
You're welcome. Help you again anytime. You just post that thing soon so I can experiment with it.
Okay. I'll put you in the credits btw, when I upload the mission.
Johnfaber has written
Thanks, I appreciate it. You don't mind if I use the script for myself?
User "Myself" or you? Btw, of course you can, you made the script.
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