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Turret Power

HOT
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Created 10 years ago
by nabaro
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(/n\) no one gives a shit about what i say :c  :ok: haha
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kind of out there but..

add
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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]

I actually think that makes the most sense... good one. That would make both conditions undefined...?
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Er... I don't think that if statement check out of the loop is necessary because obviously the condition would be fulfilled for the loop to break in the first place. Also, the flag_wait is helping, I will do a little bit more testing and then come back to y'all with my results.
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Hey if you had tons of fun on playing my maps please DONATE :)

play ESTATE now, and claim your mansion back from the undead!
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yep

the line-up is

get_players()

HasWeapon()

isFiring()


if its get_players(), then both statements would make a undefined && undefined = true = jugg turns on in 10 sec
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The flag wait has eliminated jug turning on within 10 seconds of spawning in, but now jug will not turn on even if the conditions are met! For example, jug never turns on while firing in this script:

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#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;

main()
{
flag_wait( "all_players_connected" );
players = get_players();
player = players[0];
activator = 0;
while(activator < 200)
{
if(player IsFiring() == true)
{
wait(0.05);
activator = activator + 1;
}
}
level notify("juggernog_on");
}

and jug never turns on while having the colt (the starting weapon) in this script:

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#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;

main()
{
flag_wait( "all_players_connected" );
players = get_players();
player = players[0];
activator = 0;
while(activator < 200)
{
if(player HasWeapon("zombie_colt"))
{
wait(0.05);
activator = activator + 1;
}
}
level notify("juggernog_on");
}
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player iprintln(player hasWeapon("zombie_colt"));

..false?
Last Edit: April 15, 2014, 08:12:13 pm by jei9363
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It prints "0", so I guess that it is false (1 being true).
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player iprintln("player has: " + (player GetCurrentWeapon()));
player iprintln("player has colt: " + (player GetCurrentWeapon() == "zombie_colt"));
Last Edit: April 15, 2014, 08:17:50 pm by jei9363
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It prints "player has none", leading me to believe that there is something wrong with the variable player. I will try replacing player with players[0].
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thats what I was thinking,

are you going to array_thread this function to make this work for all players?

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Well, with players[0] it still says "player has none". Yeah, I will make this work for all players or perhaps make it work for a player who does something special, but as of now I am only testing it for solo play.
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did you place the tests in the loop?

add a wait 1; after the flag.

try buying a weapon in the map and see if it changes

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Well, with players[0] it still says "player has none". Yeah, I will make this work for all players or perhaps make it work for a player who does something special, but as of now I am only testing it for solo play.

Is this script called before giving the default weapon to players? What if you just add a wait(10) or something to make it wait a little longer. Shot in the dark...

Um, yeah what jei9363 said.
Last Edit: April 15, 2014, 08:46:13 pm by MakeCents
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Yes, the wait works and the script works perfectly with the colt! However, the game still does not recognize the turret as a weapon (when holding the turret the game froze for a second and then printed that I was holding a zombie_colt. Are there any possible workarounds? Regardless, I want to take this opportunity to thank you fine gentlemen for your spectacular help and support!
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Yes, the wait works and the script works perfectly with the colt! However, the game still does not recognize the turret as a weapon (when holding the turret the game froze for a second and then printed that I was holding a zombie_colt. Are there any possible workarounds? Regardless, I want to take this opportunity to thank you fine gentlemen for your spectacular help and support!
NP

I have never tried this, but what about isFiringTurret()

If that works you wouldn't have to call it on all players, just the turret?
Last Edit: April 15, 2014, 09:19:45 pm by MakeCents

 
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