- Joined
- Jul 25, 2009
- Messages
- 3,091
Why doesn't this work right? It saves the wrong integer or something. You could have 500,000 exp and it will save 6,000.
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CG Setup Copy
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Events
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Map initialization
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Conditions
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Actions
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-------- Detect Single/Multi Player (ap0calypse) --------
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Game Cache - Create a game cache from SinglePlayer.w3v
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Custom script: if ( SaveGameCache(bj_lastCreatedGameCache) == true ) then
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Set SingleMultiPlayer = 1
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Custom script: else
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Set SingleMultiPlayer = ((Number of players in (All players)) + 1)
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Custom script: endif
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-------- Actual setup (TriggerHappy) --------
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Set Alphabet = KvMuhyS1ncY@CP&Odx5jQLeIJt0$XNlpTaBm4rizVo6GE#sAwHD28kUf3FbRq%9Z7gW
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Set UPPER_CASE_COLOR = |c00ff0000
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Set LOWER_CASE_COLOR = |c00321602
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Set OTHER_CHARS_COLOR = |c00ff3300
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Set SavePlayerName = True
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Set LOAD_VALID = False
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Set Compress = TriggerHappy187
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Custom script: call CG_Init()
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Set Base = (Length of Alphabet)
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Set SAVE_FAIL_REASON = <Empty String>
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CG Save Copy
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Events
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Player - Player 1 (Red) types a chat message containing -save as An exact match
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Player - Player 2 (Blue) types a chat message containing -save as An exact match
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Player - Player 3 (Teal) types a chat message containing -save as An exact match
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Player - Player 4 (Purple) types a chat message containing -save as An exact match
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Player - Player 5 (Yellow) types a chat message containing -save as An exact match
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Player - Player 6 (Orange) types a chat message containing -save as An exact match
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Player - Player 7 (Green) types a chat message containing -save as An exact match
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Player - Player 8 (Pink) types a chat message containing -save as An exact match
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Player - Player 10 (Light Blue) types a chat message containing -save as An exact match
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Player - Player 11 (Dark Green) types a chat message containing -save as An exact match
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Conditions
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Actions
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Set SaveCount = 1
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Set Save[SaveCount] = SingleMultiPlayer
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Set SaveCount = 2
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Set Save[SaveCount] = PlayerXP[(Player number of (Triggering player))]
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Custom script: call CG_Execute()
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Game - Display to (Player group((Triggering player))) the text: (XP Saved: + (String(PlayerXP[(Player number of (Triggering player))])))
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Game - Display to (Player group((Triggering player))) for 60.00 seconds the text: Code
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CG Load Copy
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Events
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Player - Player 1 (Red) types a chat message containing -load as A substring
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Player - Player 2 (Blue) types a chat message containing -load as A substring
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Player - Player 3 (Teal) types a chat message containing -load as A substring
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Player - Player 4 (Purple) types a chat message containing -load as A substring
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Player - Player 5 (Yellow) types a chat message containing -load as A substring
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Conditions
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Actions
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Custom script: call CG_Load(SubString(GetEventPlayerChatString(), 6, 999))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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LOAD_VALID Equal to False
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Then - Actions
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Game - Display to (Player group((Triggering player))) the text: Your code was inval...
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Skip remaining actions
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Else - Actions
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Set LoadCount = 1
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Set TempInt = Load[LoadCount]
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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TempInt Equal to 1
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SingleMultiPlayer Not equal to 1
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Then - Actions
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Game - Display to (Player group((Triggering player))) the text: This is a single-pl...
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Skip remaining actions
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Else - Actions
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Set LoadCount = 2
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Set PlayerXP[(Player number of (Triggering player))] = Load[LoadCount]
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Game - Display to (Player group((Triggering player))) the text: (|c00448844Valid Code|r, XP: + (String(PlayerXP[(Player number of (Triggering player))])))
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For each (Integer LoopInt) from 1 to RankCount, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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PlayerXP[(Player number of (Triggering player))] Greater than or equal to RankXP[LoopInt]
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Then - Actions
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Custom script: if GetLocalPlayer() == GetTriggerPlayer() then
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Custom script: call CinematicFilterGenericBJ( 0.00, BLEND_MODE_BLEND, udg_RankMask[udg_LoopInt], 100, 100, 100, 100, 100.00, 100.00, 100.00, 0 )
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Custom script: endif
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Set RankR[(Player number of (Triggering player))] = LoopInt
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Player - Make RankAvailability[LoopInt] Available for training/construction by (Triggering player)
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Player - Set name of (Triggering player) to ((<Empty String> + (RankAbbrevs[LoopInt] + . )) + PlayerName[(Player number of (Triggering player))])
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Else - Actions
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