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i got problems with switch in that case where all the values inside the switch block would get executed
That would be because you didn't place break statements at the end of each case.
main()
{
place1 = getEnt( "place1", "targetname" );
place2 = getEnt( "place2", "targetname" );
place3 = getEnt( "place3", "targetname" );
place4 = getEnt( "place4", "targetname" );
place1 thread place_weapons( "m9" );
place2 thread place_weapons( "m40a3" );
place3 thread place_weapons( "aug" );
place4 thread place_weapons( "g36c" );
}
place_weapons(weap)
{
ice_model = GetEnt("ice_model","targetname");
fire_model = GetEnt("fire_model","targetname");
elec_model = GetEnt("elec_model","targetname");
wind_model = GetEnt("wind_model","targetname");
while(1)
{
while(isDefined(self))
{
players = get_players();
for (i = 0; i < players.size; i++)
{
ice_model hide();
fire_model hide();
elec_model hide();
wind_model hide();
self waittill("trigger", player);
currentWeapon = player GetCurrentWeapon();
if(currentWeapon == weap)
{
//self trigger_off();
level.times_placed++;
if(level.times_placed == 1)
{
currentweapon = undefined;
switch(currentweapon)
{
case "m9":
players[i] takeweapon(currentweapon);
ice_model show();
ice_model setmodel("zombie_3rd_perk_bottle_doubletap");
self waittill("trigger", player);
players[i] giveweapon(currentweapon + "_upgraded");
ice_model hide();
break;
default:
break;
}
switch(currentweapon)
{
case "m40a3":
players[i] takeweapon(currentweapon);
fire_model show();
fire_model setmodel("zombie_3rd_perk_bottle_sleight");
self waittill("trigger", player);
players[i] giveweapon(currentweapon + "_upgraded");
fire_model hide();
break;
default:
break;
}
switch(currentweapon)
{
case "aug":
elec_model show();
players[i] takeweapon(currentweapon);
elec_model setmodel("zombie_3rd_perk_bottle_revive");
self waittill("trigger", player);
players[i] giveweapon(currentweapon + "_upgraded");
elec_model hide();
break;
default:
break;
}
switch(currentweapon)
{
case "g36c":
wind_model show();
players[i] takeweapon(currentweapon);
wind_model setmodel("zombie_3rd_perk_bottle_jugg");
self waittill("trigger", player);
players[i] giveweapon(currentweapon + "_upgraded");
wind_model hide();
break;
default:
break;
}
}
}
}
}
}
}
switch(whatever)
{
case "whatever1":
// do whatever here
break;
case "whatever2":
// do whatever here
break;
case "whatever3":
// do whatever here
break;
}
switch_example(example)
{
if(!isdefined(example) )
{
example = "whatever1";
}
switch(example)
{
case "whatever1":
// do whatever here
break;
case "whatever2";
// do whatever here
break;
case "whatever3":
// do whatever here
break;
}
}
if_example(example)
{
if(!isdefined(example) )
{
example = "whatever1";
}
if(example == "whatever1")
{
// do whatever here
}
if(example == "whatever2")
{
// do whatever here
}
if(example == "whatever3")
{
// do whatever here
}
}
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![]() | Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms. |
More case statements is exactly what I am doing. this is the complete whole script if you want to see that.
And I tried your script PROxFTW, but it didn't take the weapon either.
Isn't it wierd that it just WONT work even if the script says that it will take the weapon the player has?
switch(currentweapon)
{
case "m9":
players[i] takeweapon(currentweapon);
ice_model show();
ice_model setmodel("zombie_3rd_perk_bottle_doubletap");
self waittill("trigger", player);
players[i] giveweapon(currentweapon + "_upgraded");
ice_model hide();
break;
case "m40a3":
players[i] takeweapon(currentweapon);
fire_model show();
fire_model setmodel("zombie_3rd_perk_bottle_sleight");
self waittill("trigger", player);
players[i] giveweapon(currentweapon + "_upgraded");
fire_model hide();
break;
case "aug":
elec_model show();
players[i] takeweapon(currentweapon);
elec_model setmodel("zombie_3rd_perk_bottle_revive");
self waittill("trigger", player);
players[i] giveweapon(currentweapon + "_upgraded");
elec_model hide();
break;
case "g36c":
wind_model show();
players[i] takeweapon(currentweapon);
wind_model setmodel("zombie_3rd_perk_bottle_jugg");
self waittill("trigger", player);
players[i] giveweapon(currentweapon + "_upgraded");
wind_model hide();
break;
default:
break;
}