Code: Select all
if(Score[1] == 2000) {
Teleport_NewMap (99, 0, 0); }
Exit_Normal(0);
Code: Select all
if(Score[1] == 2000) {
Teleport_NewMap (99, 0, 0); }
Exit_Normal(0);
a) I have a level with a levelnum in MAPINFO of 99.Isle wrote:well it looks ok but...
a) is there a map99? if there isn't teleport_newmap fails and the script hits exit_normal.
b) is the score hitting exactly 2000? if you want it 2000 and above use >=
c) are you checking the right array element? acs ones are 0 based.
When are you calling this script? You do realize that anytime you call this, if the score is not exactly 2000, the Exit_Normal will take effect. So what triggers the script? A button press? Line crossing? Another script?I want it to warp to a new map once the score reaches a certain amount (the == is just a placeholder), but it always goes to the Exit_Normal. Where'd I mess up?Code: Select all
if(Score[1] == 2000) { Teleport_NewMap (99, 0, 0); } Exit_Normal(0);
Code: Select all
script 1 OPEN {
if (Score[i] >= 2000) Teleport_NewMap(99, 0, 0);
delay(35);
restart;
}
1.) The "exactly 2000" thing was temporary and has been changed!HotWax wrote:Let's try a different tack...
Nash wrote:Would adding an else before Exit_Normal() help?
Hrm. That's very interesting information, and good to know for future reference.Graf Zahl wrote:Exit triggers don't end the map! They just set an event that makes the map end itself the next tic. In this case the Exit_Normal overrides the other one because both are executed.
Kinsie didn't try my suggestion because I'm a nobody. ;( WAAH WAHGraf Zahl wrote:... and yet again a lot of useless suggestions although the one that is correct has already been made