Closed ghost closed 7 years ago
This issue has been resolved, the macros and “ants_needed” variable needs to be present in every level blueprint otherwise the timer won’t work as designed.
This had two minor things needed fixing. One was that the modifications done inside the level blueprint were done using level's internal macros so I recreated this using the macro libraries like we have done everything else. The other thing is that I connected the timer runs out event to the End Game screen instead of game exiting on it's own.
Merged. Closing
The level’s timer isn’t currently taking a value from each level, a variable should to be created in the level blueprint to store this value and every second this value needs to be decremented by 1 second.
If the timer reaches zero the game should be exited, this counts as a secondary end game condition.