in-game cash
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i hunted around for a tutprial on creating an in game cash system but i couldnt find any, basically what i want to happen is
for every 1000 points the player scores in my game i want to add 100(cash) for use in an in-game store
so far i have created a cash integer, and inside the cash actor i have:
display text (of course)
RULE
game.score = game.score+1000 (<------- im sure this is probably the problem, can i just do +1000 to make it every 1000 points??? im no mathematician
)
CHANGE ATTRIBUTE
game.cash TO game.cash+100
thanks in advance
for every 1000 points the player scores in my game i want to add 100(cash) for use in an in-game store
so far i have created a cash integer, and inside the cash actor i have:
display text (of course)
RULE
game.score = game.score+1000 (<------- im sure this is probably the problem, can i just do +1000 to make it every 1000 points??? im no mathematician
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CHANGE ATTRIBUTE
game.cash TO game.cash+100
thanks in advance
Comments
This video shows you exactly what you want to know. Just have your in game cash attribute set up, then follow this video to have and even tied to score. then when you want it to happen have a change attribute behavior and change game in cash to game in cash+100. That will add 100 for you
cheers
nowi just need to figure out how to make a multiplier :P
and what are u trying to multiply, an attribute over time?
if so you can do something like this:
make a attribute callled multiplier and set it at 10 or something
next put a timer anywhere in the scene and have it every 30 seconds run to completion checked
inside that timer put 2 change attribute behaviors as so-
-change attribute (attribute you want to multiply) to: attribute*multiplier.attirubte
-and in the next change attribute behaviio change attribute multiplier to multiplier+10
the star in the expression is for multipling.that will multiply the attribute every 30 seconds while adding to the multiplier every 30 seconds as well,
im half asleep so youi might need to tweak this or you might find a better way. but hopefully thatll get you started