I'm under impression that you didn't understand my post correctly. I don't need to display score balloons during the game. I guess that's what the particle system would be good for. I want to display the score at the end of the game. That is after a call to completeGame() but before the credits roll.Neikun wrote:I saw someone use particle systems for words in game space.
It's true that I could display the score in the game itself before the call to completeGame(), but this is a workaround. The preferable way for me would be to display it in the cinematics.Neikun wrote:Alternatively, what if you used hudPrint and counters?
I did a quick test. I placed this in the cinematics script:nichg wrote:Oh... so one thing that I should mention. Part of the reason things were crashing when I was testing things in that thread is because hudPrint didn't like an integer argument. print can handle it, but not hudPrint. You might need to explicitly cast the score to a string to use it in the cinematics text function.
Code: Select all
if scoreLua ~= nil then
showText("scoreLua not nil")
else
showText("scoreLua is nil")
end