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question-circle Can't hide the AT in mbg when a time in end or play desc don't beat the AT

  • BRD
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13 May 2025 23:56 #1
I tried to hide the awesome time in marble blast gold when any of the player's time showing in endgame or playmissiongui desc do not beat the Awesome time. Like this: #1 Don't show the awesome time's desc time in the endgame desc. But when a player beats or already beats the awesome time, show everything (Qualify time, gold time, ultimate time and awesome time). Can you do all of that for me please? 

File Attachment:

File Name: game.cs
File Size:7 KB
 

File Attachment:

File Name: game.cs
File Size:7 KB
Attachments:
  • RandomityGuy
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15 May 2025 12:34 - 15 May 2025 12:36 #2
Hello, I have done the additions to the file, they are quite simple really.
Firstly, I have fixed the indentation and formatted the code properly, making it easier to read and understand. I still highly recommend indenting codes properly, even though it is a bit of manual conscious effort, it is worth it and half of the problems faced by beginners are eliminated through this process -- you'll be able to easily notice any syntactic issues in code with proper formatting.

Next, in this block of code, I have added the following line. This variable will be used to determine whether you have beaten awesome time or not.

if (MissionInfo.AwesomeTime && $Game::ScoreTime < MissionInfo.AwesomeTime)
   {
      alxPlay(GotAwesomeSfx);
      %text = %text @ "<color:00ff00>" @ ("<font:DomCasualD:32>Who's Awesome? <color:FF3333>You're<color:00ff00> Awesome!");
      %beatAwesome = true;
   }

Now if we scroll down, we come to this block of code.
 
if (MissionInfo.AwesomeTime && %beatAwesome)
{
%text = %text @ "<shadowcolor:ffffff7f><color:000000><font:DomCasualD:32>Awesome Time:\t<color:FF3333><shadowcolor:000000>" @
formatTime(MissionInfo.AwesomeTime) @ "\n";
}

Here, we will use the variable that we just created above, this block of code reads as: "If the MissionInfo has an AwesomeTime that is not 0 and we have beaten the awesome time as stored by the variable %beatAwesome, then we will append the Awesome Time text to the %text variable which will later be displayed to the end game dialog."

I hope this helps.

Github:
github.com/RandomityGuy
Feel free to support me at ko-fi.com/randomityguy
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Last edit: 15 May 2025 12:36 by RandomityGuy.
Moderators: Doomblah
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