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Just a small heads up - I don't know why, but I want to say this:
The RemovePlayer function will disconnect a player from the game. So that player won't be able to send messages or interact with others anymore. That's why the "call EndGame(true)" doesn't affect the others.
If you want to keep players sharing data, then remove that first custom script from the player group, and do something like this:
Click Button
Events
Dialog - A dialog button is clicked for Dialog
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Dialog_Buttons[0]
Then - Actions
Else - Actions
Custom script: if GetLocalPlayer() == GetTriggerPlayer() then
Yes, but if you don't use the "RemovePlayer()" function prior to calling "EndGame", then a single player could close the game for everyone. I've edited my post above showing another way of not letting a player forcing everyone to go to the score screen.
Hmm it's kind of confusing... So, what does exactly "call RemovePlayer(GetEnumPlayer(), PLAYER_GAME_RESULT_DEFEAT )" in the first trigger stand for ? To me, it looks like - defeat All players.
Let's say it desynchronizes a player from the game, making it incapable of sending data through the network, but the player will remain in-game.
The function that forces a player to see the game results is, in fact, the "EndGame(true)" function. However, if you call "EndGame" while skipping "RemovePlayer" function, you would force everyone to go straight to the game results screen.
I just wanted to point that out, so that you'd know what to do if you want to let players chat among themselves after clicking "Continue" button.
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