A more serious answer(Although it is a possible information for other readers) (I can be right) (this is hypothetical)
If this were added I think this would not be 100% as you think: that script (that he put above) you would not have to put it in a loop and that script would have to be executed within an event "called" "the last event to execute all events "and that function called autorun would only work in the execution of that particular script in that particular event(Well an autorun with a higher index if you could read a previous one within an autorun original event)(you would not have to put that script in the Level - Start event, that hypothetical function would always return 0 and you would interpret it as an error). And the original event would be executed first and then this one, since it is executed in the "last event of all", so be careful.Added after 16 hours 46 minutes:
Victor ManuelMR wrote:For example, how could I activate a death event if the second or first player dies?
That "problem" you raise, we actually already have them(without this suggestion): they can be solved with programming.
In this script, on Death Event, execute each player's kill once:
- (This scritp doesn't take into account the resurrection of the player so if the player revives you have to do v(death1)=0 and v(death2)=0)
Code: Select all
if v(death1)=0 then
if char(1).alive=0 then
if sysval(gamemode)>0 then
if v(death2)=0 then
if char(2).alive=0 then
Victor ManuelMR wrote:was the script supposed to repeat this sample message several times?
It is the same as normal, this would reset the value of the "autorun ()".