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Display Number of Kills...


XSketz

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Not too complicated. Open IGOR, go to the 'Script' button, and click it. Click Import, and find the (coop) firefight gametype. Import it. Now add a new script block in with the trigger as 1 second has elapsed. The responses should be QueueLoopActorsInPlatoon. To select the players' platoon, click 'Query' under the platoon tab and find 'GetPlayerPlatoon' in the list. Now, create a new group and call it something like Display Score Loop, and click OK. Make a new script block and set its group to the Display Score Loop group. The trigger event should be LoopActors. Now, make a new ActorRef called This Actor or Next Actor or something. Select your new actorref for the LoopedActor. Then, for the responses, add BlockPreserve, and DisplayMessagePlayer, and set the player to your actorref, like This Actor. And for the message, select ConcentrateStrings. Start should say something like 'You have ' and make sure there is a space after 'have'. Now, for 'end' click edit, then select 'ConcentrateStrings' again. For start, click Query and find GetKillsActor, and set the actor to your actorref, This Actor. For end, type in ' kills', and make sure that kills has a space before it. Now it should read something like this: Display ("You have " + (((The number of kills for This Actor) as text) + " kills.")) to This Actor.

You can do some fancier things that make it only display their score when it changes, but that's kind of complicated. If you'd like, I can make a script for you and your girl to use. Good luck.

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I did the 'show score only if changed' thing in my 'Flyswatter' SP mission in Claiming Liberty. Only problem with that method is that it only works for the number of kills for the entire player platoon, not for individual players. The way it works is like this:

Group: <Default>

Comment:

kill checkup

Trigger Event:

2 second(s) elapsed.

Responses:

Allow this block to be reactivated.

Continue executing responses if ((The number of kills for the Player Platoon) is not equal to (The value of Counter - Current)).

Display ("Your current score is " + (((The value of Counter - Player Score) as text) + " points.")) to all players.

Set Counter - Current to (The value of Counter - Player Score).

Works like a charm. Just add a block like that into any gametype, and the player's total kills is displayed.

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Not too complicated. Open IGOR, go to the 'Script' button, and click it. Click Import, and find the (coop) firefight gametype. Import it. Now add a new script block in with the trigger as 1 second has elapsed. The responses should be QueueLoopActorsInPlatoon. To select the players' platoon, click 'Query' under the platoon tab and find 'GetPlayerPlatoon' in the list. Now, create a new group and call it something like Display Score Loop, and click OK. Make a new script block and set its group to the Display Score Loop group. The trigger event should be LoopActors. Now, make a new ActorRef called This Actor or Next Actor or something. Select your new actorref for the LoopedActor. Then, for the responses, add BlockPreserve, and DisplayMessagePlayer, and set the player to your actorref, like This Actor. And for the message, select ConcentrateStrings. Start should say something like 'You have ' and make sure there is a space after 'have'. Now, for 'end' click edit, then select 'ConcentrateStrings' again. For start, click Query and find GetKillsActor, and set the actor to your actorref, This Actor. For end, type in ' kills', and make sure that kills has a space before it. Now it should read something like this: Display ("You have " + (((The number of kills for This Actor) as text) + " kills.")) to This Actor.

You can do some fancier things that make it only display their score when it changes, but that's kind of complicated. If you'd like, I can make a script for you and your girl to use. Good luck.

Internet is down @ home. I tried doing both methods but got stuck using both methods. Could you please make either or both scripts for us. Thanks much.

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This may work, just a rough attempt at keeping the score for each player. Messages would be needed.

Group: <Default>

Comment:

Trigger Event:

The simulation is starting.

Responses:

Set Players to (The player-controlled platoon).

Use SET PLAYERS to loop over all actors in Players after this block.

Group: SET PLAYERS

Comment:

DROP

Trigger Event:

An actor loop is ready to process Next Player.

Responses:

Allow this block to be reactivated.

Increment Players.

Set Player 1 to Next Player.

Continue executing responses if ((The value of Players) is less than 9).

Continue executing responses if (Next Player is not equal to Player 1).

Set Player 2 to Next Player.

Continue executing responses if ((The value of Players) is less than 8).

Continue executing responses if (Next Player is not equal to Player 1).

Continue executing responses if (Next Player is not equal to Player 2).

Set Player 3 to Next Player.

Group: <Default>

Comment:

Trigger Event:

Anyone has been killed.

Responses:

Allow this block to be reactivated.

If ((The shooter who killed Anyone) is equal to Player 1), stop and queue a call to Player 1 Score.

If ((The shooter who killed Anyone) is equal to Player 2), stop and queue a call to Player 2 Score.

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