- Joined
- Oct 9, 2015
- Messages
- 721
So this is causing players to be disconected, can anyone tell me what did I did wrong ?
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Menu Buttons
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Events
- Dialog - A dialog button is clicked for EscMenu
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Conditions
- (Clicked dialog button) Equal to EscMenuButtonsDF
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Clicked dialog button) Equal to EscMenuButtonsDF
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- DamageFloaters[(Player number of (Triggering player))] Equal to True
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Then - Actions
- Set DamageFloaters[(Player number of (Triggering player))] = False
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Else - Actions
- Set DamageFloaters[(Player number of (Triggering player))] = True
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
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If - Conditions
- Set PlayerVar = (Triggering player)
- Dialog - Clear EscMenu
- Dialog - Change the title of EscMenu to Options
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- DamageFloaters[(Player number of (Triggering player))] Equal to True
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Then - Actions
- Dialog - Create a dialog button for EscMenu labelled Damage Floaters: ON
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Else - Actions
- Dialog - Create a dialog button for EscMenu labelled Damage Floaters: OF...
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If - Conditions
- Set EscMenuButtonsDF = (Last created dialog Button)
- Dialog - Create a dialog button for EscMenu labelled Exit
- Custom script: if GetLocalPlayer()==udg_PlayerVar then
- Dialog - Show EscMenu for PlayerVar
- Custom script: endif
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Creating Menu
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Events
- Player - Player 1 (Red) skips a cinematic sequence
- Player - Player 2 (Blue) skips a cinematic sequence
- Player - Player 3 (Teal) skips a cinematic sequence
- Player - Player 4 (Purple) skips a cinematic sequence
- Conditions
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Actions
- Set PlayerVar = (Triggering player)
- Dialog - Clear EscMenu
- Dialog - Change the title of EscMenu to Options
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- DamageFloaters[(Player number of (Triggering player))] Equal to True
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Then - Actions
- Dialog - Create a dialog button for EscMenu labelled Damage Floaters: ON
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Else - Actions
- Dialog - Create a dialog button for EscMenu labelled Damage Floaters: OF...
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If - Conditions
- Set EscMenuButtonsDF = (Last created dialog Button)
- Dialog - Create a dialog button for EscMenu labelled Exit
- Custom script: if GetLocalPlayer()==udg_PlayerVar then
- Dialog - Show EscMenu for PlayerVar
- Custom script: endif
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Events