L4leather 0 Posted September 28, 2002 Searched to no avail, so heres the problem In a  MP mission I have 90% of a script written, and tested, that grabs all Players nicknames at the end of a mission and gives alternative onscreen text, depending if they are alive or dead. IE Human player name is DC10_tomjones, and he is alive Message show "DC10_tomjones lives to fight another day" But if dead, the  message shown is.. "DC10_tomjones croaked it while taking a dump" The script grabs each member of the groups name, recognises if dead or alive, and then gives a customised text with the players name included. All players see all the text, not just their own. BUT I have a problem If a slot is taken by an AI (all slots have names in their init line) Text  and name WILL show up correctly if the ai IS alive IE message show "AIBarney rubble aint no ordinary bot" BUT if AI is dead, the script gives error message for the AI name. It DOES still show the message but in place of name it has ERROR NO NAME followed by text for dead  AI dude! EG message text shown .."ERROR NO NAME is one donald ducked dead bot" Q. Is there a neat way to sort this? One possibility is to grab ALL names into a script , at the START of the mission, when everyone IS alive, and pass the names as text not variables to a script triggered at the end of the mission, but Q. I need some guidance on how to grab variables (player names) and not only SAVE them, but change them to text, that obviously doesn't then rely on a variable name being alive. Q. Is a global variable killed off if its a name, and the ai name is dead? Can a global variable be made indestructable? Q. How to pass text or variables from one script to another, and additionally not have the first script running for the whole mission? Any help gratefully received If I can sort this, I will post the script for all to use. Yours in hope DC10_L4leather Share this post Link to post Share on other sites