function Turma () while (1) do if b == 0 and w == 0 then MessageBox("/Maps/SingleMissions/rework (4)/turmaLOCK.txt"); end if b == 1 and w == 1 and var == 1 then MessageBox("/Maps/SingleMissions/rework (4)/turmaUNLOCK.txt"); SetObjectiveState("suppDruid", OBJECTIVE_COMPLETE); RemoveObject("druid"); RemoveObject("elf1"); RemoveObject("elf2"); RemoveObject("elf3"); RemoveObject("elf4"); RemoveObject("elf5"); RemoveObject("elf6"); RemoveObject("elf7"); RemoveObject("elf8"); MessageBox("/Maps/SingleMissions/rework (4)/unicorn.txt"); OpenCircleFog(198, 64, 0, 2, PLAYER_1) MoveCamera(198, 64, 0, 30, 1.3, 1, 1, 1, 1); sleep(5) PlayObjectAnimation("unicorn", "happy", ONESHOT_STILL); sleep(15) RemoveObject("unicorn"); end if b == 1 and w == 1 and a == 1 then MessageBox("/Maps/SingleMissions/rework (4)/turmaDEAD.txt") end Trigger(OBJECT_TOUCH_TRIGGER, "turma"); break end end; Trigger(OBJECT_TOUCH_TRIGGER, "turma", "Turma" );
The question is about complexity. There is an object called "Turma". When touched, a specific message should appear, depending on the conditions specified in the script. My problem is that when touched for the first time, everything is okay (the first condition, when b and w == 0), but when b == 1, w == 1, var == 1, it gives an error. Also, when b == 1, w == 1, a == 1.
Here is the error
The conditions that set the coefficients:function QochComplete () while (1) do sleep(2); if (Exists('white') == nil) then SetObjectiveState("Qo-ch", OBJECTIVE_COMPLETED); w = 1 break end end end startThread(QochComplete) function QobComplete () while (1) do sleep (2) if (Exists('black') == nil) then SetObjectiveState("Qo-b", OBJECTIVE_COMPLETED); b = 1 break end end end startThread(QobComplete)
Regarding the script itself: it's not clear why there is a loop; the trigger is written incorrectly - there is no function name or nil.
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
