-- copy of CHOICEBUILD_STAGE_OBJECT.lua --- on the choicebuild object require('o_mis') --need to reset the TikiSet to false on all the quickbuilds either on ramp build or on distory -- or manually have the tiki heads reset in the database function onChoicebuildComplete(self, msg) local manager = self:GetObjectsInGroup{ group = 'TikiPuzzleManager', ignoreSpawners = true }.objects[1] local groupID = split(self:GetVar('groupID'), ';')[2] -- check to see if the object group matches the choicebuild index if groupID == 'LargeTiki' and msg.index == 2 then print("large tiki in the right spot") self:SetVar('TikiSet', true) elseif groupID == "MediumTiki" and msg.index == 1 then print("meduim tiki in the right spot") self:SetVar('TikiSet', true) --manager:NotifyObject{ ObjIDSender = self, name = "CorrectTimer" } elseif groupID == "SmallTiki" and msg.index == 0 then print("small tiki in the right spot") self:SetVar('TikiSet', true) --manager:NotifyObject{ ObjIDSender = self, name = "CorrectTimer" } --else --GAMEOBJ:GetTimer():AddTimerWithCancel(30, "WrongTikiTimer", self ) --print ("wrong tiki timer start !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!") end manager:NotifyObject{ ObjIDSender = self, name = "CorrectTimer" } local group = self:GetObjectsInGroup{ group = 'CBGroup', ignoreSpawners = true }.objects local tikiTest = 0 for i = 1, #group do -- test each object in table group to see if GetVar('TikiSet') is true, if so add 1 to tikiTest if group[i]:GetVar('TikiSet') then tikiTest = tikiTest + 1 end end -- if all objects have been created in the correct locations then we are going to spawn the ramp if tikiTest == 3 then print('spawn in ramp') --LEVEL:ActivateSpawner("Ramp") manager:NotifyObject{ ObjIDSender = self, name = "RampTimer" } local rampSpawner = LEVEL:GetSpawnerByName("Ramp") if rampSpawner then rampSpawner:SpawnerActivate() end end end function onTimerDone(self, msg) if msg.name == "WrongTikiTimer" then print ("wrong timer done") self:Die{ killType = "SILENT" } end end