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How to check if one of two values have not yet been enabled after 230 secs or before?

Asked by
ym5a 52
2 years ago

Please help me this is actually frying my brain and I cant stand it Ok so, I have a boss fight thing that you have to try and kill "zombies" and the boss before an invisible timer runs out (nobody sees the timer), Im using bindable events and BoolValues to help do this.

--just pretend it will always be infection 
wait(10)
while true do
    math.random(1,3)
    if math.random(1,3) == 1 then
        game.ServerScriptService.eventos.LAVA_AH.Disabled = false
        print("lava")
        wait(66)
        game.ServerScriptService.eventos.LAVA_AH.Disabled = true
        print("lava over")
        script.Disabled = true
    elseif math.random(1,3) == 2 then
        game.ServerScriptService.eventos.NUKE_AH.Disabled = false
        print("nuke")
        wait(131)
        game.ServerScriptService.eventos.NUKE_AH.Disabled = true
        print("nuke OVER")
        script.Disabled = true
    elseif math.random(1,3) == 3 then
        game.ServerScriptService.eventos.INFECTION_AH.Disabled = false

        wait(230) game.ReplicatedStorage.WHENAVALISTRUE.Event:Connect(function(winorlose) --bindableEvent
            if winorlose == "loss" then

            end
        end)
    end 
end

the script that is firing the event:

game.ReplicatedStorage.booleans.bacLose.Changed:Connect(function()
    if game.ReplicatedStorage.booleans.bacLose.Value == true then 
        game.ReplicatedStorage.WHENAVALISTRUE:Fire("loss") --WHENAVALISTRUE is the BindableEvent
    end --ill add other win Ifs later but this is just for now
end)

I havent even tested it out yet because I cant

Summary: If one of these two values have not yet been enabled even after 230 seconds have passed remove everything.

0
I'm sorry, what is the problem? ZIRFAL3 17 — 2y
0
Oh wait ZIRFAL3 17 — 2y
0
Maybe try making a wait() and after the wait make an if statement that checks if the zombies and boss are dead..? ZIRFAL3 17 — 2y
0
@ZIRFAL3 Ill make a wait in a seperate script ym5a 52 — 2y

1 answer

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1
Answered by 2 years ago

The logic flow you need is this:

  1. Connect to all the events you want to listen to. Be sure to either only connect once or else disconnect from them when you no longer need them. Whenever any of them fire, do whatever you would like to do in response, but also make sure you've recorded in a variable that one of these events has taken place. Make sure this prevents the other event handlers from doing anything, if appropriate.
  2. Wait for 230 seconds.
  3. If no event handlers have been run, then run the default behaviour (whatever you want to have happen after 230 seconds if no event has fired)
-- Example using arbitrary events for demonstration
local win = Instance.new("BindableEvent")
local loss = Instance.new("BindableEvent")

local function play()
    local victory, defeat
    local winCon = win.Event:Connect(function()
        victory = true
        print("Victory!")
    end)
    local lossCon = loss.Event:Connect(function()
        defeat = true
        print("Defeat!")
    end)
    wait() -- short game :)
    if not victory and not defeat then
        print("Timed out.")
    end
    winCon:Disconnect()
    lossCon:Disconnect()
end
for num = 1, 3 do
    print("Round", num)
    task.spawn(play) -- Think of this as the same as "play()" except that it happens on a new thread, so we don't wait for it to finish when it waits.
    -- local num = math.random(1, 3) -- Tip: always save this to a variable first or else you'll get a different number each time you call it. I've got this disabled (and am using the for loop) so you can see all 3 outcomes quickly.
    if num == 1 then
        win:Fire()
    elseif num == 2 then
        loss:Fire()
    end
    wait(0.2)
end
0
Wow. Thanks a lot ym5a 52 — 2y
0
Wow. Thanks a lot. I was just going to use spawn() and coroutines but this works! Thanks ym5a 52 — 2y
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