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What do you want to achieve?
I am using coroutines to stop and start enemy attacks in my game. I am trying to usecoroutine.yield
to stop enemy attacks, but I can’t figure out how that works. The documentation for coroutine (coroutine, yield is at the bottom) is terrible and barely explains it. -
What is the issue?
This is confusing to me. I don’t know what a “calling coroutine” is, and I don’t know what the Tuple is that I have to pass in is either.
This is what I have been doing:
-- Round end: remove enemies
gameEvents.RoundEnd.Event:Connect(function()
print("Round end: ".. #enemies)
for i, v in pairs(enemies) do
coroutine.yield(v.AttackCoroutine) -- v.AttackCoroutine is a coroutine
end
enemies = {}
end)
The result of this is that only the first enemy gets stopped. I think coroutine.yield
has been yielding the entire function, but I’m not sure.