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how to get a variables value from another function [SOLVED]

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Created 3 years ago
by Deleted User
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Solved by HitmanVere informing me that the variable needs to be a global one which is done by either "level or self". i went with level i.e level.bank = 0; & it worked.

deposit()
{
   bank = 0;

   deposit_trig = getEnt("deposit", "targetname");
   deposit_trig setCursorHint("HINT_NOICON");
   deposit_trig setHintString("deposit");

   while ( true )
   {
      deposit_trig waittill("trigger", player);

      if(bank < 10000)
      {
         if(player.score >= 100)
         {
            player maps\_zombiemode_score::minus_to_player_score( 100 );
            iPrintLnBold("100 deposited");
         }
      }
      wait .5;
   }
   return bank; //most likely using this wrong
   thread withdraw();

   // I use the trigger once & the bank value has now gone from 0, to 100 for example.
}

   //So...

withdraw()
{
   // How do i define 'bank' in this function with its newly updated value, being which is '100'.

   depositbank = ::deposit; //most likely using this wrong
   [[depositbank]](bank); //most likely using this wrong

   withdrawal_trig = getEnt("withdrawal_trig", "targetname");
   withdrawal_trig setCursorHint("HINT_NOICON");
   withdrawal_trig setHintString("withdrawal");

   while ( true )
   {
      withdrawal_trig waittill("trigger", player);

      if(bank >= 100) //Coz i get 'uninitialised variable for 'bank' on this line.
      {
         player maps\_zombiemode_score::add_to_player_score( 100 );
         iPrintLnBold("100 withdrawn");
      }
   }
}

Double Post Merge: January 02, 2021, 11:16:54 am

so i tried this approach and hit another snag yet again;
& id still like to know "how to get a variables value from another function".

EDIT: **for anyone reading this who may want a simple bank script then the below code works by adding ' level. ' to all the bank var info.
in radiant theres 3 triggers. 1 trig_use & 2 trig_damage. give the 2 dmg ones the same targetname & then give each 1 of the 2 their own script_noteworthy kvp i.e
script_noteworthy
melee
&
script_noteworthy
pistol
these are what i called my trig anyway. and if u do use this damage trig approach then dont forget to check the boxes on the trigger entity window.
fior melee check all boxes apart from melee & for pistol all boxes apart from pistol.

bank()
{
    trig = getEnt("bank_trig", "targetname");
    trig setHintString("Press X to initiate");
    trig setCursorHint("HINT_NOICON");
   
    trig waittill ("trigger", player);
    trig setHintString("'Shoot' to [deposit 100], OR 'Melee' to [withdraw 100]");
   
    bank_trigs = getEntArray("bank_trigs", "targetname");
    for(i = 0; i < bank_trigs.size; i++)
    {
        bank_trigs
thread bank_sys();
   }
}

bank_sys()
{
   trig = getEnt("bank_trig", "targetname");
   bank = 0;
       
   for(;; )
   {        
       self waittill("trigger", player);
   
       if(bank < 400)
       {
           
           if (self.script_noteworthy == "pistol") // deposit
           {
               if(player.score >= 100)
               {
                   player maps\_zombiemode_score::minus_to_player_score( 100 );
                   bank = bank + 100;
                   iPrintLnBold("100 deposited");
               }
                   
               else
               {
                   iPrintLnBold("earn some mulla before trying to deposit fool!");
               }
           }
                       
           else if (self.script_noteworthy == "melee") // withdraw
           {
               if(bank >= 100)
               {
                   player maps\_zombiemode_score::add_to_player_score( 100 );
                   bank = bank - 100;
                   iPrintLnBold("100 withdrawn");
               }
               
               else
               {
                   iPrintLnBold("You aint got enough in the bank sonny!");
               }
           }
       }
       
       else
       {
           iPrintLnBold("Cant deposit anymore you rich fuck");
       }
       
   wait 0.5;
   }    
}

 
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