thread maps\mp\gametypes\_gamelogic::endGame( winner, endString );
Won't work, why D:Code:if(zombieround == 50){ level.forcedEnd = true; level.hostForcedEnd = true; endString = "The Humans has survived the invasion!"; winner = "allies"; maps\mp\gametypes\_gamelogic::endGame( winner, endString );}
thread maps\mp\gametypes\_gamelogic::endGame( winner, endString );
nope
fillerfiller
So basically... nothing happens?
Yeah.
When the round reaches 50, nothing happens. >.<
I have a way to end matches on my zombie mod, but is very different to this. The function that forces ends is this:
level thread maps\mp\gametypes\_gamelogic::forceEnd();
I dont know if it would work
I'll check tomorrow.
The Humans have survived the invasion
XD
Du'h.
Anyways, I got the end game to work, but now I got another problem!
If I got it as it is now, and did it on onPlayerSpawned.
If it was round 30 for the current players, a new guy joining would start on 1.
Tried level thread on the init, but then the round text wont show up.
Tried level createFrontString, still nothing.
This works for me: Put it in init(), at the bottommost, like me (never tried the top so I dunno )
Code:roundIncrease() { self endon("disconnect"); zombieRound = 30; round = level createServerFontString( "default", 3.5 ); round setPoint( "CENTER", "CENTER", 0, -120); round setValue(zombieRound); round.color = (1, 0, 0); while(1) { wait 5; zombieRound ++; round setValue(zombieround); foreach(player in level.players) { if(player.pers["team"] == "allies") { player.health += 15; player iPrintlnBold("Health Increased by 15"); } } if(zombieRound == 35) { level.forcedEnd = true; level.hostForcedEnd = true; endString = "The Humans has survived the invasion!"; winner = "allies"; maps\mp\gametypes\_gamelogic::endGame( winner, endString ); } } }
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