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RandomIntRange causing G_Spawn?

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Created 11 years ago
by Deleted User
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  • DeletedUser
  • Deleted Member
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DeletedUser
This user is deleted :(
So, basically, I tried to make the death in Aftermath more gory (blood on hit included, hehe :troll:)
Blood on hit is working fine:

But when I die, I get this:

This was my function that was causing it:
Code Snippet
Plaintext
player_play_bloodfx()
{
while(1)
{
fx_pos = self GetEye();
fx_pos = (fx_pos[0],fx_pos[1],fx_pos[2]-2);
PlayFX(level._effect["blood_burst_hit"],fx_pos,AnglesToForward(self GetPlayerAngles()),AnglesToUp(self GetPlayerAngles()));
wait(RandomIntRange(0.05,0.5));
}
}
Now, when I made the wait static and not random like this:
Code Snippet
Plaintext
player_play_bloodfx()
{
while(1)
{
fx_pos = self GetEye();
fx_pos = (fx_pos[0],fx_pos[1],fx_pos[2]-2);
PlayFX(level._effect["blood_burst_hit"],fx_pos,AnglesToForward(self GetPlayerAngles()),AnglesToUp(self GetPlayerAngles()));
wait(0.1);
}
}
Its no longer happenning (the G_Spawn error on death).
Anyone know why?
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Maybe just try adding:

Code Snippet
Plaintext
self endon( "death" );
Self endon( "disconnect" );
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DidUknowiPwn's Groups
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Maybe just try adding:

Code Snippet
Plaintext
self endon( "death" );
Self endon( "disconnect" );
Make sure to delete the FX as well.

Edit: What to do separate thread with just a simple self waittill("death"); in it have self.daFokinFx delete(); and in fx spawn put self.daFokingFx spawn a script model set to tag_origin link  fx to that or never tried this but self.daFokinFx = playFx----
Last Edit: December 23, 2014, 05:12:11 pm by DidUknowiPwn

 
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