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Now, just for testing purposes, I'm going to go back into my script and we're a private float damage
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amount zero point five.
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Just going to lower this down to like zero point one.
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And well, actually, maybe zero point two.
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OK.
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And then if I save this and I just play through this to ensure that I get up to maybe level two or three.
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Shoot Copley's zombies, make sure that they don't tempt me.
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And this way, I'll definitely get up to level two.
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And we got on level two now.
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So it all starts again.
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This time I'm going to let them kill me.
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Here we go.
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OK, Gameover, return to my menu, I go up to level two, I play again.
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Notice I'm still on level two.
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OK, that's because it's never getting reset.
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You'll also notice that the time is actually frozen as well.
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So what we need to do, basically, we need to reset things.
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So and one of the reasons why time is post is because if game over is equal to true.
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Let's take a look.
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We're set in time to time.
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Scale equals zero.
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Now, even though the script may restart, this is an internal function.
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Unless you return it back to time.
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That time scale equals one.
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It will never go back to one.
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OK.
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So in a menu script, we want to ensure that we are setting it to.
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We are setting time back to one.
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So I'm simply going to say time to time scale equals one.
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So return back to normal.
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Say that we also need another public static
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of this in Gameover.
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Simply call this public static off type bowl called game, and it is equal to false to begin with.
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Now, the reason why I'm making it public static so that that will persist no matter how many levels
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you answer if you're on level five or still.
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No, your game has not ended yet.
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But as soon as the game is ended.
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It's fine that function check for Gameover.
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If that's the case, then we're going to say.
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That's gain and that equals truth.
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All right, so now it basically recognizes that the game is over.
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We also need to ensure that we're changing the level number as well.
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Now we're going to do that if game end is equal to false.
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We're going to do that in the start.
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OK.
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Sorry if game ended is equal to true.
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We're going to change that in the start.
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So I'll leave all of that going up to here.
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And I'll say if game ended is equal to true should be equals.
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Equals, by the way.
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And in that case, we're going to set our at level number to one, and we're going to say game and that
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equals false again so that we can begin again.
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All right.
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So almost like resetting it if you want.
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So make sure that's done in the start.
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That will then reset that static ball so we can start again.
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But if game ended is if if game over is true, that is set to true.
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You go back to your main menu still and it's still in the memory.
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You play the game and basically it has to run the start again whereby it finds that you your game didn't
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find its true.
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It's going to reset it back to level one and reset that game ended, but false.
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Let's just double check it to make sure that that's the case.
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So once again, I'm going to make sure that I survive level one.
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Shooting a couple of zombies.
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Obviously, it's a lot faster on the phone because you can use to hunt.
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You could even have a system whereby you actually gain points for killing each of these just quite easy
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to do.
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So let's just make sure that they can actually kill me on this level.
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There we go.
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All right, Gameover, we're on level to return to main menu and press play.
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We're still on level two.
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So the reason why as an update is because I have not told it to date, and I'll explain why.
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So on the start, we've actually called the level text out text equals level plus level number two string
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and then only change level number one down here.
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So you have to be careful on the ordering.
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So if I do control X on there, just below the application target frame rate to control V, I'm calling
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it before that command now.
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So that should now read level one.
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All right.
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And feel free to test it out.
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You don't want to see me go through that again, but be very careful where you run your commands.
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All right.
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Because they do run in order.
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