// Added to allow On spawned functionality callback::on_spawned( &on_player_spawned );
// Change this to TRUE if you would like the Weapon Box to spawn in a random location other than _start
level.random_pandora_box_start = false;
}
Now go to the bottom of the file and copy and paste the following code
Code Snippet
Plaintext
// Zombie Counter 1.0 function zombiesleft_hud() { //Rampage_619: Beta 1.0 //Rampage_619: play with the x value to move the hud left and right // Rampage_619: increase the " Remaining.x" if the numbers start to overlay // Rampage_619: play with the Y value to push the hud up and down
Using this script apparently breaks triggers. Me and a friend had to remove it in order for custom triggers to work.
This shouldn't break triggers since it doesn't reference them in any way.
The problem might be is you are not threading the function, OP should update the script.
This would only be a problem if you are trying to initialize other scripts/functions below this one, which is probably what you are doing if you have custom triggers.
This way is more efficient because the game doesn't need to handle memory allocation, as well as the counter which in your code is just hidden in the array. This is also more efficient because it doesn't have to handle as many function calls as the currently standing code does.
First of all - Thanks for releasing your script! Second of all, is this script just counting the zombies that have spawned? So it's max number would be that of 24 (the total possible instances of zombies on a map at one time).
First of all - Thanks for releasing your script! Second of all, is this script just counting the zombies that have spawned? So it's max number would be that of 24 (the total possible instances of zombies on a map at one time).
Not a true representation of the zombies to go?
I tried replacing your code, but it did not work for me?
this script is to get the total amount of zombies for the round, not the total amount of zombies alive.
This way is more efficient because the game doesn't need to handle memory allocation, as well as the counter which in your code is just hidden in the array. This is also more efficient because it doesn't have to handle as many function calls as the currently standing code does.
Dubcraft, why increase it one by one, when you can just take the entire array......
Dubcraft, why increase it one by one, when you can just take the entire array......
There is no point in using an array if you are still going to get the same results using an integer variable along with presumably better code performance.
It is essentially the same except you are getting the array every time when you could just be adding to a variable.
Last Edit: October 13, 2016, 04:37:57 pm by reckfullies