How to make a live counter in unity3d
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I recently started using Unity3D and made a few levels.
The only problem I have right now is how can I get a live counter?
So my character dies when he hits and certain object.
I want my character to get 3 lives maximum, and get -1 live when he hits that object.
And that it keeps the data when he dies so you wouldn't get lives back if you restart the app.
And after a certain amount of minutes he gets +1 live.
Thank you :)
unity3d counter live
add a comment |
I recently started using Unity3D and made a few levels.
The only problem I have right now is how can I get a live counter?
So my character dies when he hits and certain object.
I want my character to get 3 lives maximum, and get -1 live when he hits that object.
And that it keeps the data when he dies so you wouldn't get lives back if you restart the app.
And after a certain amount of minutes he gets +1 live.
Thank you :)
unity3d counter live
Please add your code you have so far
– derHugo
Nov 24 '18 at 13:33
Hugo, I don't really have one yet
– Cypher
Nov 25 '18 at 13:50
add a comment |
I recently started using Unity3D and made a few levels.
The only problem I have right now is how can I get a live counter?
So my character dies when he hits and certain object.
I want my character to get 3 lives maximum, and get -1 live when he hits that object.
And that it keeps the data when he dies so you wouldn't get lives back if you restart the app.
And after a certain amount of minutes he gets +1 live.
Thank you :)
unity3d counter live
I recently started using Unity3D and made a few levels.
The only problem I have right now is how can I get a live counter?
So my character dies when he hits and certain object.
I want my character to get 3 lives maximum, and get -1 live when he hits that object.
And that it keeps the data when he dies so you wouldn't get lives back if you restart the app.
And after a certain amount of minutes he gets +1 live.
Thank you :)
unity3d counter live
unity3d counter live
edited Nov 24 '18 at 14:12
Renaud Pacalet
9,73321732
9,73321732
asked Nov 24 '18 at 10:09
CypherCypher
13
13
Please add your code you have so far
– derHugo
Nov 24 '18 at 13:33
Hugo, I don't really have one yet
– Cypher
Nov 25 '18 at 13:50
add a comment |
Please add your code you have so far
– derHugo
Nov 24 '18 at 13:33
Hugo, I don't really have one yet
– Cypher
Nov 25 '18 at 13:50
Please add your code you have so far
– derHugo
Nov 24 '18 at 13:33
Please add your code you have so far
– derHugo
Nov 24 '18 at 13:33
Hugo, I don't really have one yet
– Cypher
Nov 25 '18 at 13:50
Hugo, I don't really have one yet
– Cypher
Nov 25 '18 at 13:50
add a comment |
2 Answers
2
active
oldest
votes
You can use PlayerPrefs.SetInt , PlayerPrefs.GetInt for storing and reading your player's hp in file storage. Read more about it here:
https://docs.unity3d.com/ScriptReference/PlayerPrefs.html
As for Giving player +1 hp after a few minutes you can store DateTime.Now in a PlayerPrefs variable whenever you give your player some hp and use TimeSpan and TotalMinutesPassed:
TimeSpan passedTime = DateTime.Now - lastStoredDateTime;
int totalMinutesPassed = passedTime.TotalMinutes;
Should go sth like this i guess(didnt test this code just showing a general idea) :
void SetPlayerLives(int lives)
{
playerLives = lives;
PlayerPrefs.SetInt("player-lives",playerLives);
}
//TODO: also sth like => int GetPlayerLives() function
void CheckLiveRegen() //call this function whenever you want to check live regen:
{
int LIVE_REGEN_MINUTES = 5; //regen 1 live every 5 minutes
DateTime lastStoredDateTime = DateTime.Parse(PlayerPrefs.GetString("last-live-regen", DateTime.Now.ToString()));
TimeSpan passedTime = DateTime.Now - lastStoredDateTime;
double totalMinutesPassed = passedTime.TotalMinutes;
if(totalMinutesPassed >= LIVE_REGEN_MINUTES)
{
int val = (int) totalMinutesPassed / LIVE_REGEN_MINUTES;
// Add val to your player lives! + store new lives value
SetPlayerLives(playerLives+val);
//update last-live-regen value:
PlayerPrefs.SetString("last-live-regen", DateTime.Now.ToString());
}
}
Note: DateTime , TimeSpan classes have some bugs (specially in android platform) in versions older than 2017.4 (LTS) Make sure you log values and check if functions are working properly.
https://forum.unity.com/threads/android-datetime-now-is-wrong.488380/
k, thank you so much!
– Cypher
Nov 25 '18 at 9:36
Oh and one more question, how can I add a live and if he dies he get's -1 and when he has 0 he can't do that anymore?
– Cypher
Nov 25 '18 at 12:30
I'm not sure what u mean by that but i guess If You mean like saving the live-1 ? You can call the SetPlayerLives ( PlayerPrefs.SetInt ) with new value again. ( SetPlayerLives(playerLives-1) ? ) And you can check if your playerLives != 0 when you want to restart the game or sth?
– behzad.robot
Nov 25 '18 at 14:30
Okay, i will try to tell my problem!
– Cypher
Nov 25 '18 at 15:09
So, i've been searching for a live counter the whole time, and didn't find any one that worked properly with unity3d now. I'm trying to find a new one that has: 3 Lives max, then watch an ad or wait 10 minutes to get a live. and that It keeps it, so if you restart you still keep all your current lives (0,1,2, etc). Do you have discord or so that you can teach me it?
– Cypher
Nov 25 '18 at 15:11
add a comment |
While your game running. just create a variable counterTime to count time, whenever counterTime pass certain amount of time you want reset counterTime to 0 and increase your life.
When user quit your app, save last time to PlayerPref, eg:
PlayerPref.SaveString("LastTime", DateTime.Now);
When user comback game, just check duration between last time and now to calculate total life need added. eg:
DateTime lastTime = DateTime.Parse(PlayerPref.GetString("LastTime"));
TimeSpan timeDif= DateTime.Now - lastTime;
int duration = timeDif.TotalSeconds;
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
You can use PlayerPrefs.SetInt , PlayerPrefs.GetInt for storing and reading your player's hp in file storage. Read more about it here:
https://docs.unity3d.com/ScriptReference/PlayerPrefs.html
As for Giving player +1 hp after a few minutes you can store DateTime.Now in a PlayerPrefs variable whenever you give your player some hp and use TimeSpan and TotalMinutesPassed:
TimeSpan passedTime = DateTime.Now - lastStoredDateTime;
int totalMinutesPassed = passedTime.TotalMinutes;
Should go sth like this i guess(didnt test this code just showing a general idea) :
void SetPlayerLives(int lives)
{
playerLives = lives;
PlayerPrefs.SetInt("player-lives",playerLives);
}
//TODO: also sth like => int GetPlayerLives() function
void CheckLiveRegen() //call this function whenever you want to check live regen:
{
int LIVE_REGEN_MINUTES = 5; //regen 1 live every 5 minutes
DateTime lastStoredDateTime = DateTime.Parse(PlayerPrefs.GetString("last-live-regen", DateTime.Now.ToString()));
TimeSpan passedTime = DateTime.Now - lastStoredDateTime;
double totalMinutesPassed = passedTime.TotalMinutes;
if(totalMinutesPassed >= LIVE_REGEN_MINUTES)
{
int val = (int) totalMinutesPassed / LIVE_REGEN_MINUTES;
// Add val to your player lives! + store new lives value
SetPlayerLives(playerLives+val);
//update last-live-regen value:
PlayerPrefs.SetString("last-live-regen", DateTime.Now.ToString());
}
}
Note: DateTime , TimeSpan classes have some bugs (specially in android platform) in versions older than 2017.4 (LTS) Make sure you log values and check if functions are working properly.
https://forum.unity.com/threads/android-datetime-now-is-wrong.488380/
k, thank you so much!
– Cypher
Nov 25 '18 at 9:36
Oh and one more question, how can I add a live and if he dies he get's -1 and when he has 0 he can't do that anymore?
– Cypher
Nov 25 '18 at 12:30
I'm not sure what u mean by that but i guess If You mean like saving the live-1 ? You can call the SetPlayerLives ( PlayerPrefs.SetInt ) with new value again. ( SetPlayerLives(playerLives-1) ? ) And you can check if your playerLives != 0 when you want to restart the game or sth?
– behzad.robot
Nov 25 '18 at 14:30
Okay, i will try to tell my problem!
– Cypher
Nov 25 '18 at 15:09
So, i've been searching for a live counter the whole time, and didn't find any one that worked properly with unity3d now. I'm trying to find a new one that has: 3 Lives max, then watch an ad or wait 10 minutes to get a live. and that It keeps it, so if you restart you still keep all your current lives (0,1,2, etc). Do you have discord or so that you can teach me it?
– Cypher
Nov 25 '18 at 15:11
add a comment |
You can use PlayerPrefs.SetInt , PlayerPrefs.GetInt for storing and reading your player's hp in file storage. Read more about it here:
https://docs.unity3d.com/ScriptReference/PlayerPrefs.html
As for Giving player +1 hp after a few minutes you can store DateTime.Now in a PlayerPrefs variable whenever you give your player some hp and use TimeSpan and TotalMinutesPassed:
TimeSpan passedTime = DateTime.Now - lastStoredDateTime;
int totalMinutesPassed = passedTime.TotalMinutes;
Should go sth like this i guess(didnt test this code just showing a general idea) :
void SetPlayerLives(int lives)
{
playerLives = lives;
PlayerPrefs.SetInt("player-lives",playerLives);
}
//TODO: also sth like => int GetPlayerLives() function
void CheckLiveRegen() //call this function whenever you want to check live regen:
{
int LIVE_REGEN_MINUTES = 5; //regen 1 live every 5 minutes
DateTime lastStoredDateTime = DateTime.Parse(PlayerPrefs.GetString("last-live-regen", DateTime.Now.ToString()));
TimeSpan passedTime = DateTime.Now - lastStoredDateTime;
double totalMinutesPassed = passedTime.TotalMinutes;
if(totalMinutesPassed >= LIVE_REGEN_MINUTES)
{
int val = (int) totalMinutesPassed / LIVE_REGEN_MINUTES;
// Add val to your player lives! + store new lives value
SetPlayerLives(playerLives+val);
//update last-live-regen value:
PlayerPrefs.SetString("last-live-regen", DateTime.Now.ToString());
}
}
Note: DateTime , TimeSpan classes have some bugs (specially in android platform) in versions older than 2017.4 (LTS) Make sure you log values and check if functions are working properly.
https://forum.unity.com/threads/android-datetime-now-is-wrong.488380/
k, thank you so much!
– Cypher
Nov 25 '18 at 9:36
Oh and one more question, how can I add a live and if he dies he get's -1 and when he has 0 he can't do that anymore?
– Cypher
Nov 25 '18 at 12:30
I'm not sure what u mean by that but i guess If You mean like saving the live-1 ? You can call the SetPlayerLives ( PlayerPrefs.SetInt ) with new value again. ( SetPlayerLives(playerLives-1) ? ) And you can check if your playerLives != 0 when you want to restart the game or sth?
– behzad.robot
Nov 25 '18 at 14:30
Okay, i will try to tell my problem!
– Cypher
Nov 25 '18 at 15:09
So, i've been searching for a live counter the whole time, and didn't find any one that worked properly with unity3d now. I'm trying to find a new one that has: 3 Lives max, then watch an ad or wait 10 minutes to get a live. and that It keeps it, so if you restart you still keep all your current lives (0,1,2, etc). Do you have discord or so that you can teach me it?
– Cypher
Nov 25 '18 at 15:11
add a comment |
You can use PlayerPrefs.SetInt , PlayerPrefs.GetInt for storing and reading your player's hp in file storage. Read more about it here:
https://docs.unity3d.com/ScriptReference/PlayerPrefs.html
As for Giving player +1 hp after a few minutes you can store DateTime.Now in a PlayerPrefs variable whenever you give your player some hp and use TimeSpan and TotalMinutesPassed:
TimeSpan passedTime = DateTime.Now - lastStoredDateTime;
int totalMinutesPassed = passedTime.TotalMinutes;
Should go sth like this i guess(didnt test this code just showing a general idea) :
void SetPlayerLives(int lives)
{
playerLives = lives;
PlayerPrefs.SetInt("player-lives",playerLives);
}
//TODO: also sth like => int GetPlayerLives() function
void CheckLiveRegen() //call this function whenever you want to check live regen:
{
int LIVE_REGEN_MINUTES = 5; //regen 1 live every 5 minutes
DateTime lastStoredDateTime = DateTime.Parse(PlayerPrefs.GetString("last-live-regen", DateTime.Now.ToString()));
TimeSpan passedTime = DateTime.Now - lastStoredDateTime;
double totalMinutesPassed = passedTime.TotalMinutes;
if(totalMinutesPassed >= LIVE_REGEN_MINUTES)
{
int val = (int) totalMinutesPassed / LIVE_REGEN_MINUTES;
// Add val to your player lives! + store new lives value
SetPlayerLives(playerLives+val);
//update last-live-regen value:
PlayerPrefs.SetString("last-live-regen", DateTime.Now.ToString());
}
}
Note: DateTime , TimeSpan classes have some bugs (specially in android platform) in versions older than 2017.4 (LTS) Make sure you log values and check if functions are working properly.
https://forum.unity.com/threads/android-datetime-now-is-wrong.488380/
You can use PlayerPrefs.SetInt , PlayerPrefs.GetInt for storing and reading your player's hp in file storage. Read more about it here:
https://docs.unity3d.com/ScriptReference/PlayerPrefs.html
As for Giving player +1 hp after a few minutes you can store DateTime.Now in a PlayerPrefs variable whenever you give your player some hp and use TimeSpan and TotalMinutesPassed:
TimeSpan passedTime = DateTime.Now - lastStoredDateTime;
int totalMinutesPassed = passedTime.TotalMinutes;
Should go sth like this i guess(didnt test this code just showing a general idea) :
void SetPlayerLives(int lives)
{
playerLives = lives;
PlayerPrefs.SetInt("player-lives",playerLives);
}
//TODO: also sth like => int GetPlayerLives() function
void CheckLiveRegen() //call this function whenever you want to check live regen:
{
int LIVE_REGEN_MINUTES = 5; //regen 1 live every 5 minutes
DateTime lastStoredDateTime = DateTime.Parse(PlayerPrefs.GetString("last-live-regen", DateTime.Now.ToString()));
TimeSpan passedTime = DateTime.Now - lastStoredDateTime;
double totalMinutesPassed = passedTime.TotalMinutes;
if(totalMinutesPassed >= LIVE_REGEN_MINUTES)
{
int val = (int) totalMinutesPassed / LIVE_REGEN_MINUTES;
// Add val to your player lives! + store new lives value
SetPlayerLives(playerLives+val);
//update last-live-regen value:
PlayerPrefs.SetString("last-live-regen", DateTime.Now.ToString());
}
}
Note: DateTime , TimeSpan classes have some bugs (specially in android platform) in versions older than 2017.4 (LTS) Make sure you log values and check if functions are working properly.
https://forum.unity.com/threads/android-datetime-now-is-wrong.488380/
edited Nov 24 '18 at 12:20
answered Nov 24 '18 at 12:13
behzad.robotbehzad.robot
19213
19213
k, thank you so much!
– Cypher
Nov 25 '18 at 9:36
Oh and one more question, how can I add a live and if he dies he get's -1 and when he has 0 he can't do that anymore?
– Cypher
Nov 25 '18 at 12:30
I'm not sure what u mean by that but i guess If You mean like saving the live-1 ? You can call the SetPlayerLives ( PlayerPrefs.SetInt ) with new value again. ( SetPlayerLives(playerLives-1) ? ) And you can check if your playerLives != 0 when you want to restart the game or sth?
– behzad.robot
Nov 25 '18 at 14:30
Okay, i will try to tell my problem!
– Cypher
Nov 25 '18 at 15:09
So, i've been searching for a live counter the whole time, and didn't find any one that worked properly with unity3d now. I'm trying to find a new one that has: 3 Lives max, then watch an ad or wait 10 minutes to get a live. and that It keeps it, so if you restart you still keep all your current lives (0,1,2, etc). Do you have discord or so that you can teach me it?
– Cypher
Nov 25 '18 at 15:11
add a comment |
k, thank you so much!
– Cypher
Nov 25 '18 at 9:36
Oh and one more question, how can I add a live and if he dies he get's -1 and when he has 0 he can't do that anymore?
– Cypher
Nov 25 '18 at 12:30
I'm not sure what u mean by that but i guess If You mean like saving the live-1 ? You can call the SetPlayerLives ( PlayerPrefs.SetInt ) with new value again. ( SetPlayerLives(playerLives-1) ? ) And you can check if your playerLives != 0 when you want to restart the game or sth?
– behzad.robot
Nov 25 '18 at 14:30
Okay, i will try to tell my problem!
– Cypher
Nov 25 '18 at 15:09
So, i've been searching for a live counter the whole time, and didn't find any one that worked properly with unity3d now. I'm trying to find a new one that has: 3 Lives max, then watch an ad or wait 10 minutes to get a live. and that It keeps it, so if you restart you still keep all your current lives (0,1,2, etc). Do you have discord or so that you can teach me it?
– Cypher
Nov 25 '18 at 15:11
k, thank you so much!
– Cypher
Nov 25 '18 at 9:36
k, thank you so much!
– Cypher
Nov 25 '18 at 9:36
Oh and one more question, how can I add a live and if he dies he get's -1 and when he has 0 he can't do that anymore?
– Cypher
Nov 25 '18 at 12:30
Oh and one more question, how can I add a live and if he dies he get's -1 and when he has 0 he can't do that anymore?
– Cypher
Nov 25 '18 at 12:30
I'm not sure what u mean by that but i guess If You mean like saving the live-1 ? You can call the SetPlayerLives ( PlayerPrefs.SetInt ) with new value again. ( SetPlayerLives(playerLives-1) ? ) And you can check if your playerLives != 0 when you want to restart the game or sth?
– behzad.robot
Nov 25 '18 at 14:30
I'm not sure what u mean by that but i guess If You mean like saving the live-1 ? You can call the SetPlayerLives ( PlayerPrefs.SetInt ) with new value again. ( SetPlayerLives(playerLives-1) ? ) And you can check if your playerLives != 0 when you want to restart the game or sth?
– behzad.robot
Nov 25 '18 at 14:30
Okay, i will try to tell my problem!
– Cypher
Nov 25 '18 at 15:09
Okay, i will try to tell my problem!
– Cypher
Nov 25 '18 at 15:09
So, i've been searching for a live counter the whole time, and didn't find any one that worked properly with unity3d now. I'm trying to find a new one that has: 3 Lives max, then watch an ad or wait 10 minutes to get a live. and that It keeps it, so if you restart you still keep all your current lives (0,1,2, etc). Do you have discord or so that you can teach me it?
– Cypher
Nov 25 '18 at 15:11
So, i've been searching for a live counter the whole time, and didn't find any one that worked properly with unity3d now. I'm trying to find a new one that has: 3 Lives max, then watch an ad or wait 10 minutes to get a live. and that It keeps it, so if you restart you still keep all your current lives (0,1,2, etc). Do you have discord or so that you can teach me it?
– Cypher
Nov 25 '18 at 15:11
add a comment |
While your game running. just create a variable counterTime to count time, whenever counterTime pass certain amount of time you want reset counterTime to 0 and increase your life.
When user quit your app, save last time to PlayerPref, eg:
PlayerPref.SaveString("LastTime", DateTime.Now);
When user comback game, just check duration between last time and now to calculate total life need added. eg:
DateTime lastTime = DateTime.Parse(PlayerPref.GetString("LastTime"));
TimeSpan timeDif= DateTime.Now - lastTime;
int duration = timeDif.TotalSeconds;
add a comment |
While your game running. just create a variable counterTime to count time, whenever counterTime pass certain amount of time you want reset counterTime to 0 and increase your life.
When user quit your app, save last time to PlayerPref, eg:
PlayerPref.SaveString("LastTime", DateTime.Now);
When user comback game, just check duration between last time and now to calculate total life need added. eg:
DateTime lastTime = DateTime.Parse(PlayerPref.GetString("LastTime"));
TimeSpan timeDif= DateTime.Now - lastTime;
int duration = timeDif.TotalSeconds;
add a comment |
While your game running. just create a variable counterTime to count time, whenever counterTime pass certain amount of time you want reset counterTime to 0 and increase your life.
When user quit your app, save last time to PlayerPref, eg:
PlayerPref.SaveString("LastTime", DateTime.Now);
When user comback game, just check duration between last time and now to calculate total life need added. eg:
DateTime lastTime = DateTime.Parse(PlayerPref.GetString("LastTime"));
TimeSpan timeDif= DateTime.Now - lastTime;
int duration = timeDif.TotalSeconds;
While your game running. just create a variable counterTime to count time, whenever counterTime pass certain amount of time you want reset counterTime to 0 and increase your life.
When user quit your app, save last time to PlayerPref, eg:
PlayerPref.SaveString("LastTime", DateTime.Now);
When user comback game, just check duration between last time and now to calculate total life need added. eg:
DateTime lastTime = DateTime.Parse(PlayerPref.GetString("LastTime"));
TimeSpan timeDif= DateTime.Now - lastTime;
int duration = timeDif.TotalSeconds;
answered Nov 24 '18 at 12:18
Trung BuiTrung Bui
913
913
add a comment |
add a comment |
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Please add your code you have so far
– derHugo
Nov 24 '18 at 13:33
Hugo, I don't really have one yet
– Cypher
Nov 25 '18 at 13:50