Login Issues
Forgot password?Activate Issues
Account activation email not received? Wrong account activation email used?Other Problems?
Contact Support - Help Center Get help on the UGX Discord. Join it now!No, Kowloon was an mp dlc map (one of the greatest mp maps in bo1)
That does sound like a great idea! CS:GO has a lot of different skins for certain guns and having a machine give you a random skin for the gun would be awesome.
Would each gun have to have the same exact skins, or would it be possible to tell what gun the player is getting the random skin for and it picks from that list of skins?
yup then it will break again or i will say that and just be wrong lol, im just trying to figure this shit out man ..
So remove the find_flesh KVP from the struct like I said. I have to assume this is the problem since you won't post a pic.
ok, the print is working already when i tried it?
zombiemode below :
Hang around for 20 minutes, ill be home by then, ill see if i can figure it out
can you show us? Preferably not as a picture coz i cant see em here lol
Did you even call it in _load::main() or _zombiemode::main()?
lol not saying its "wrong" just saying you prob dont "need" the on spawned
lol chill out man, i mis-spoke, i get that
lol yes i see my mistake now
even still tho i cant see why youd need both, for what your doing on connect should be plenty, but yes dumb comment lol
A few issues again:
1. gravity_spikes_upgraded_main() isn't a defined function, so you will get an undefined function error.
2. Your while loop in SpikeRadiusDamage() has no wait in it and this will give you an infinite loop error.
3. Logically it doesn't make sense for your while loop to even be there, basically if the player is on the ground then it just keeps doing a radius damage forever.
4. You do not need to recursively call weapon_check() if its already on a loop
How did you even "copy" this wrong?
DUKNIPWNS -
Yours -
level waittill( "spawned_player" );
player thread onPlayerSpawned();
Use this as the base of the script. Currently the way you're doing it is extremely wrong and will cause issues.
That's quite odd, cause looking at it there should be no issue with putting the wait there.
I would recommend putting an iprintln right after the wait and another right at the beginning of SpikeRadiusDamage() just to see where the issue occurs.
Also, now that I've read through your script I can see a couple other issues as well:
This won't do anything since its in the init function and not called on a player. You should move that into the beginning of the weapon_check() function.
Secondly I see a little bit of a logic error, if the player isn't on the ground after the wait then it won't do the damage, so you could replace the wait with a while loop that waits until the player is on the ground.
Also I don't really get what your doing with the setVelocity - but if that works then whatever lol