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Custom easter egg messes up on Co-op

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Created 9 years ago
by Dust
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Not sure if it does it 3 times for 3 player, cant test it at the moment.

and in mapname, its just a normal thread.

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thread maps\easter_egg::init();

K, guess a little confusing. I assume your init() function then is only calling level thread activate_buttons(); then, not in a loop either? May be helpful to post whole easter_egg.gsc, or at least updated script you are going with now. If it does it per player then you know its getting called per player some how. If not, then guess there is more searching to do.
Last Edit: April 11, 2016, 03:38:52 pm by MakeCents
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K, guess a little confusing. I assume your init() function then is only calling level thread activate_buttons(); then, not in a loop either? May be helpful to post whole easter_egg.gsc, or at least updated script you are going with now. If it does it per player then you know its getting called per player some how. If not, then guess there is more searching to do.

The easter_egg.gsc has the entire steps to my easter egg rather than just this 1 step. I looked through the code and didn't see anything that would cause the activate_buttons to be threading per player.

Edit: I figured out why its doing that. I believe I have fixed it now, going to test then let you know
Last Edit: April 11, 2016, 03:47:43 pm by thezombiekilla6
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Yup that fixed it. I remembered I did have a tiny while loop which, coincidently had a thread that was apart of that button step inside of.

 
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