An annoying bug
Have you played the spy number 13? (You should of course! ;)) Did some walls disappear in the end when the timer turned on?? I'm doing ver1.01 for Spy13, and i want all the bugs fixed. The path will be ready after i fix this bug, so does anybody know what's wrong? I tried several fixes but none of them worked. Here's the script:
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//Alarm bell rings after 30 seconds!
//HURRY UP and out of the base!!!
void main( void )
{
script_attach(1000);
//script can't die by switching screens
&timer = 30;
loop:
wait(300);
playsound(53,20000,0,0,0);
&timer -= 1;
}
&timer_map = &player_map;
&alarm_say = say_xy("'%&timer SECONDS TO ALARM",0, 20);
wait(700);
sp_active(&alarm_say, 0);
}
if (&timer == 0)
{
playsound(52, 16000,0,0,0);
&timer = 0;
sp_active(&alarm_say, 0):
say_xy("'%ALARM!!! GET THE INTRUDER!!!", 0, 20);
wait(500);
&alarm = 1;
kill_this_task();
}
}
goto loop;
}
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//Alarm bell rings after 30 seconds!
//HURRY UP and out of the base!!!
void main( void )
{
script_attach(1000);
//script can't die by switching screens
&timer = 30;
loop:
wait(300);
playsound(53,20000,0,0,0);
&timer -= 1;
}
&timer_map = &player_map;
&alarm_say = say_xy("'%&timer SECONDS TO ALARM",0, 20);
wait(700);
sp_active(&alarm_say, 0);
}
if (&timer == 0)
{
playsound(52, 16000,0,0,0);
&timer = 0;
sp_active(&alarm_say, 0):
say_xy("'%ALARM!!! GET THE INTRUDER!!!", 0, 20);
wait(500);
&alarm = 1;
kill_this_task();
}
}
goto loop;
}
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