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Basically, you want to avoid the player saving and loading by the classic way of opening the menu and clicking Save/Load, right?
Well, that's easy, I did this in my proyect. You have to detect when a player tries to save or load, then you have to show a dialog in screen. This will interrupt the saving or the loading. Then, you have to remove that dialog (otherwise, it'll interrupt the gameplay).
This is the trigger:
Basically, you want to avoid the player saving and loading by the classic way of opening the menu and clicking Save/Load, right?
Well, that's easy, I did this in my proyect. You have to detect when a player tries to save or load, then you have to show a dialog in screen. This will interrupt the saving or the loading. Then, you have to remove that dialog (otherwise, it'll interrupt the gameplay).
This is the trigger:
Simply check if the "Player is playing" and "Playerslot equal to Player" not Computer..
Just do a check with those two things at beginning with all of your players (so if you use 10 Human players you have to go through all)
While checking you could easily store true values within a variable. So if Player 1 equal to is playing and Playerslot equal to Player/used then Set Variable XYZ + 1
At the end you just check if the variable XYZ is higher than 1 (means more than 1 player) else you can simply disable all save/load triggers.. that's all
Simply check if the "Player is playing" and "Playerslot equal to Player" not Computer..
Just do a check with those two things at beginning with all of your players (so if you use 10 Human players you have to go through all)
While checking you could easily store true values within a variable. So if Player 1 equal to is playing and Playerslot equal to Player/used then Set Variable XYZ + 1
At the end you just check if the variable XYZ is higher than 1 (means more than 1 player) else you can simply disable all save/load triggers.. that's all
If (((Player 2 (Blue) controller) Equal to User) and ((Player 2 (Blue) slot status) Equal to Is playing)) then do (Set PlayersInGame = (PlayersInGame + 1)) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PlayersInGame Less than or equal to 1
Then - Actions
Trigger - Turn off SaveTrigger <gen>
Trigger - Turn off LoadTrigger <gen>
Else - Actions
Do nothing
basicly it's something like this, you can adjust it, and add the other players.. I've just used Player 1 and 2 for showing you how it works, just add the other players if needed.
If (((Player 2 (Blue) controller) Equal to User) and ((Player 2 (Blue) slot status) Equal to Is playing)) then do (Set PlayersInGame = (PlayersInGame + 1)) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PlayersInGame Less than or equal to 1
Then - Actions
Trigger - Turn off SaveTrigger <gen>
Trigger - Turn off LoadTrigger <gen>
Else - Actions
Do nothing
basicly it's something like this, you can adjust it, and add the other players.. I've just used Player 1 and 2 for showing you how it works, just add the other players if needed.
PlayersInGame is a simple "Integer" variable.. as it gets +1 for each player
so 1 says it has only added +1, therefore only 1 Person is playing..
For fullhouse it would be an integer of 12 (if you dont have computer opponents and use all 12 slots)
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