So I tried using this: Making a gamemode system - #2 by dthecoolest
I managed to create a basic round system, but couldn’t figure out how to turn it into a endless wave-based system.
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You can edit the part where it restarts the game by passing the start capture point game function.
So you can do something like .startWave(5) somehow with an number value in the class to keep track.
andThen(function() -- can't use andThenReturn here because of conditional
print("Restart game? Or not enough players")
return enoughPlayers() and RoundSystem.startCapturePointGame or RoundSystem.waitForPlayers
-- return the next block of code we should do!
end)
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Thanks for the reply! Works perfectly!
return Promise.race({
Promise.delay(30),
Promise.fromEvent(self.FoddersWipedOut),
playersWipedOut():andThenReturn("Players")
--override():andThenReturn("FullStop") override not implemented yet
}):andThen(function(case)
if case == "Players" or case == "FullStop" then
if case == "Players" then
Promise.delay(5)
end
self:clear()
return not roundControl.enoughReadys() and roundControl.WaitForReadys or roundControl.Intermission
else
self.Wave += 1
return self.AdvanceWave
end
end)
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