Okay, So i'm trying to figure out how this is going to work, this is my code...
Basically I want MessageA() to be shown first, then when MessageA() is complete I want it to trigger MessageB() and so forth, but I can't understand how to work it?
the full code can be viewed here...
function LevelSetup()
SetBackdropColour(8/255,8/255,20/255)
--Special thanks to Aino, Pilchard123, Alex and Annikk.exe's Guides and Helps, Without them I wouldn't have been inspired to create this custom iPad
--campaign, also obviously, without the Game, none of this would have been possible. The Creator of this level/story is Tomfloria.
if IsiOS() then
SetMessageDarkMode(true)
end
Globals():Get("Asteroids"):Set("MinRadius",560)
Globals():Get("Asteroids"):Set("MaxRadius",2000)
Globals():Get("Asteroids"):Set("RadiusPowerRule",2)
Globals():Get("Asteroids"):Set("SizeFromEnergy",230)
Globals():Get("Asteroids"):Set("SizeFromStrength",230)
Globals():Get("Asteroids"):Set("SizeFromSpeed",240)
Globals():Get("Asteroids"):Set("MinCoreHealth",75)
Globals():Get("Asteroids"):Set("MaxCoreHealth",350)
Globals():Get("Asteroids"):Set("CoreHealthPowerRule",2.5)
Globals():Get("Asteroids"):Set("MinSendDistance",3500)
Globals():Get("Asteroids"):Set("MaxSendDistance",5500)
Globals():Get("Asteroids"):Set("SendPowerRule",2.0)
Globals():Get("Structures"):Set("LevelDuration1",15)
Globals():Get("Structures"):Set("LevelDuration2",30)
Globals():Get("Structures"):Set("LevelDuration3",60)
Globals():Get("Structures"):Set("LevelDuration4",100)
Globals():Get("Structures"):Set("SpawnTime1",15)
Globals():Get("Structures"):Set("SpawnTime2",12)
Globals():Get("Structures"):Set("SpawnTime3",10)
Globals():Get("Structures"):Set("SpawnTime4",8)
Globals():Get("Flowers"):Set("Available",0)
Globals():Get("StructuresDefense"):Set("TreeCost",10000)
Globals():Get("StructuresDefense"):Set("LevelDuration1",100000)
Globals():Get("Game"):Set("EnemyFactionsMin",0)
Globals():Get("Game"):Set("EnemyFactionsMax",0)
Globals():Get("Game"):Set("MinAsteroidSeparation",1500)
Globals():Get("Game"):Set("MaxAsteroidNeighbourDist",6000)
Globals():Get("Game"):Set("GreysProbability",0)
--Starting Asteroid
a = GetAsteroid(0)
a = AddAsteroidWithAttribs(0,0, 1.0,1.0,1.0)
a.Owner = 1
a:AddSeedlings(40)
a.TreeCap = 4
a.Moveable = false
b = GetAsteroid(1)
b = AddAsteroidWithAttribs(4435,6753, 0.0,0.1,0.0)--2435,6753
b.Owner = 1
s = b:AddDefenseTree()
s:LevelUp()
s:LevelUp()
s:LevelUp()
s = b:AddDefenseTree()
s:LevelUp()
s:LevelUp()
s:LevelUp()
s = b:AddDefenseTree()
s:LevelUp()
s:LevelUp()
s:LevelUp()
s = b:AddDefenseTree()
s:LevelUp()
s:LevelUp()
s:LevelUp()
b.TreeCap = 0
b.Moveable = false
b:Hide(1)
c = GetAsteroid(2)
c = AddAsteroidWithAttribs(8930,13753, 0.0,0.1,0.0)
c.Owner = 0
c.TreeCap = 2
c:Hide(1)
c.Moveable = false
d = GetAsteroid(3)
d = AddAsteroidWithAttribs(5930,20753, 0.0,0.1,0.0)
d.Owner = 0
d.TreeCap = 5
d:Hide(1)
d.Moveable = false
e = GetAsteroid(4)
e = AddAsteroidWithAttribs(-2030,17053, 0.0,0.1,0.0)
e.Owner = 2
s = e:AddDefenseTree()
s:LevelUp()
s:LevelUp()
s:LevelUp()
s = e:AddDefenseTree()
s:LevelUp()
s:LevelUp()
s:LevelUp()
s = e:AddDysonTree()
s:LevelUp()
s:LevelUp()
s:LevelUp()
e:SetGraceTime(99999999)
e.TreeCap = 4
e:Hide(1)
e.SpawnCap = 10
e.Moveable = false
SetDysonTreeButtonAvailable(true)
SetDefenseTreeButtonAvailable(false)
SetFlowerDefenseButtonAvailable(false)
SetFlowerSeederButtonAvailable(false)
SetTerraformingButtonAvailable(false)
SetBeaconButtonAvailable(false)
if IsiOS() then
SetEnemyInfoAvailable(false)
SetCoreInfoAvailable(false)
SetAttribsInfoAvailable(false)
SetSpeedSwitchAvailable(false)
SetSendModeScoutAvailable(false)
SetSendModeUnitsSelectorAvailable(false)
SetSendModeButtonAvailable(false)
SetSendModeHoldAvailable(false)
SetSendModeDragAvailable(false)
else
SetTreeInfoAvailable(false)
SetEnemyInfoAvailable(false)
SetCoreInfoAvailable(false)
SetAttribsInfoAvailable(false)
end
SetCameraPositionToAsteroidID(a)
SetCameraZoomNow(-1000)
end
function LevelLogic()
StartLevelLogic()
MessageA()
while GameRunning() do
if GetEmpire(1):GetNumOwnedAsteroids() == 5 then
Pause()
MessageBox("You have won")
WaitDialog()
Unpause()
Quit(true)
end
if GetEmpire(1):GetNumOwnedAsteroids() == 0 then
Pause()
MessageBox("You have lost")
WaitDialog()
Unpause()
Quit(false)
end
coroutine.yield()
end
end
function MessageA()
Message("-Dark Days-~Things have changed little seedlings", true, 1.0, "Top")
MassageB()
end
function MessageB()
Message("The Mother Tree failed to take you places I can~But first, you need to be ready", true, 1.0, "Bottom")
WaitDialog()
end