Author Topic: score system  (Read 563 times)

ok basicly it would allow you to make it where if a player kills a zombie/ai it would give them x amount of coins, then you could buy x amount of weapons and such


There's probably some way to do it with those new-fangled variables

well i want to make a zombie like map, and they zombies would be in a certain area and you kill them for cash

You already get points for killing zombies.
The new variables can do <var:client:score>.
There's an IncScore for the client which allows negative numbers. (Default event)

Add it up.

ok is this like the same way as like picking tomatos you get 1,then go to the store and sell for 1coin, then how would you buy an item?

@chrono, i put varibletrue client score 1 and killed a zombie nothing happened, anything else i need to do?
« Last Edit: September 13, 2009, 06:45:23 PM by chills58 »

In zombie options window:
Killing a zombie: 10

On the item you buy:

onActivate -> Self -> VCE_ifValue <var:client:score> [>=] [cost of weapon] [1 2]
VariableTrue -> Player -> AddItem [Your item]
VariableTrue -> Client -> incScore [-cost of weapon]

Example:

onActivate -> Self -> VCE_ifValue   <var:client:score>   >=   500   1 2
VariableTrue -> Player -> AddItem   Rocket L.
VariableTrue -> Client -> incScore   -500

Or have a Score -> Coin Exchange brick (v5):
OnActivate>Self>VCEIfValue>"<var:client:score>" ">=" "1" "1 1"
OnVariableTrue>Self>VCEModVariable>"Client" "Coins" "Add" "1"

Or v4 Way:

OnActivate>Self>IfScore>"GreaterEquals" "1"
VariableTrue>Client>AddVariable>"Coins" "1"

In Minigame Options have Killing Zombie = 1 point.