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Turret Power

HOT
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Created 10 years ago
by nabaro
0 Members and 1 Guest are viewing this topic.
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Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
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I made a script to turn on jug by using a turret for 10 seconds (not necessarily consecutive). There are no syntax errors, however, jug turns on within 10 seconds of my spawning in, regardless of whether I am using the turret or not. Here is my script:

I'd recommend this to troubleshoot your problem:
Code Snippet
Plaintext
main()
{
players = get_players();
player = players[0];
activator = 0;
while(activator < 200)
{
                wait(1); //slow down to troubleshoot
                iprintln("firing = palyer isfiring()");
firing = player IsFiring();
                iprintln(firing); //See what this is
if(player HasWeapon("30cal_bipod_stand") && (firing == "true"))
{
                        iprintln("value of activator"); //I'm going to tell you the value now since firing && has...
                        iprintln(activator); //It is this
wait(0.05);
activator = activator + 1;
}
}
        iprintln("activator is no longer below 200");
        iprintln(activator);
        iprintln("Turn on juggernog");
level notify("juggernog_on");
}
Last Edit: April 15, 2014, 07:31:28 pm by MakeCents
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Thanks, sounds like a plan! Will report with observations!
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"true" should be true.

and thats the game!

maybe..
Last Edit: April 15, 2014, 07:32:30 pm by jei9363
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Okay jei, gonna try it!
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"true" should be true.

and thats the game!

maybe..

Thats true, lol, but makes even less sense now? It should never turn on jugg in this script then...

Is there a power switch in this map? Just wondering if something else is turning on the Jugg instead of this...
Last Edit: April 15, 2014, 07:42:22 pm by MakeCents
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Okay, so the testing script confirmed my beliefs that the game is increasing the value of activator even when I am not firing (regardless of true or "true").
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Thats true, lol, but makes even less sense now? It should never turn on jugg in this script then...

no..

if the player is firing and the weapon he is firing is a bipod, then count up to exit the loop
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Originally I had true out of quotes anyways, as you can see on one of my replies on page 1.
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one of the 2 variables is not defined, find out which one is not defined.
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no..

if the player is firing and the weapon he is firing is a bipod, then count up to exit the loop

I meant since it is "true" instead of true. Unless that returns true if you compare true == "true"? Then that's my bad.
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did you ever listened to what i said in the beggining man
Code Snippet
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#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;

main()
{
players = get_players();
player = players[0];
activator = 0;
while(activator < 201)
{
if(player HasWeapon("30cal_bipod_stand") && (player IsFiring() == true))
{
wait(0.05);
activator = activator + 1;
}

if(activator == 200)
level notify("juggernog_on");
}
}


the game is not incresing your activator value!!! your code doesnt give a fuck about the while loop and it makes the notify because you dont have any logic which waits to make the notify
Last Edit: April 15, 2014, 07:42:18 pm by jjbradman
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the error is most likely using HasWeapon( "weapon" ) on a turret.

turrets may not be included in your inventory

thus is most likely undefined

shorting the if() statement
Last Edit: April 15, 2014, 07:42:13 pm by jei9363
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Well, I believe you are right. I tried the if statement with only the weapon check and jug turned on without me doing anything. However, when I made the if statement with only the isfiring check, jug still turned on with me doing anything, leading me to believe that there is a problem with both statements.
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Okay, so the testing script confirmed my beliefs that the game is increasing the value of activator even when I am not firing (regardless of true or "true").

Well at least you know it has something to do with your condition. I would make an absolutely false condition to verify it is happening in this script and then move on with trying to fix it.
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kind of out there but..

add
Code Snippet
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flag_wait( "all_players_connected" );

at the top of main()

maybe the player isnt defined because of where this is being called

get_players() might not be ready to give you players[0]

 
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