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Wait breaks my script

HOT
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Created 9 years ago
by Eternal_Fire
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lol yes i see my mistake now

even still tho i cant see why youd need both, for what your doing on connect should be plenty, but yes dumb comment lol

But thats what DUKIPWN wrote. Am i only supposed to use 1 of the functions? Is that why its not working :3
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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But thats what DUKIPWN wrote. Am i only supposed to use 1 of the functions? Is that why its not working :3
lol not saying its "wrong" just saying you prob dont "need" the on spawned

lol chill out man, i mis-spoke, i get that
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lol not saying its "wrong" just saying you prob dont "need" the on spawned

lol chill out man, i mis-spoke, i get that

Did i come off angry? XD sorry man, I was just a bit confused
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Did i come off angry? XD sorry man, I was just a bit confused
lol nah your ok ;)
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Did you even call it in _load::main() or _zombiemode::main()?
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Did you even call it in _load::main() or _zombiemode::main()?

Yeah, had it called there from the start, I'm really not sure why it isnt working  :-\
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Yeah, had it called there from the start, I'm really not sure why it isnt working  :-\
can you show us? Preferably not as a picture coz i cant see em here lol
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can you show us? Preferably not as a picture coz i cant see em here lol

Code Snippet
Plaintext
/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();

maps\ugx_easy_fx::fx_setup();
maps\_zombiemode::main();
//maps\_blink::init();
//maps\_crate_drop::init();
maps\_gravity_spikes::init();
//level thread maps\_sliding::SlidingInit();
level thread maps\ugx_easy_fx::fx_start();


/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}
Last Edit: October 19, 2015, 06:22:07 am by Eternal_Fire
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Hang around for 20 minutes, ill be home by then, ill see if i can figure it out ;)
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Hang around for 20 minutes, ill be home by then, ill see if i can figure it out ;)

Thanks Man :)
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Thanks Man :)
alright, im checking it out now
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ok, the print is working already when i tried it?

Code Snippet
Plaintext
#include maps\_utility;
#include common_scripts\utility;

init()
{
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;;)
{
level waittill( "connecting", player );

player thread onPlayerSpawned();
}
}

onPlayerSpawned()
{
self endon( "disconnect" );

for(;;)
{
self waittill( "spawned_player" );

self thread weapon_check();
}
}
weapon_check()
{
while(1)
{
self waittill("weapon_fired");
iprintln("weapon fired"); //getting no print?
Weapon = self getcurrentweapon();
if(weapon == "zombie_shotgun")
{
self thread gravity_spikes_main();
}
else if(weapon == "gravity_spikes_upgraded")
{
// self thread gravity_spikes_upgraded_main();
}
}
}

gravity_spikes_main()
{
if (self isonground())
{
iprintln("Ground Activate");
self SetVelocity( (AnglesToUp(self.angles + (6,0,0))) * 1000);
wait 0.1;
self thread SpikeRadiusDamage();
}
else if (!self isonground())
{
iprintln("OffGround Activate");
self SetVelocity( (AnglesToUp(self.angles + (600,0,0))) * -1);
}
}

SpikeRadiusDamage()
{
if(!self isonground())
{
while(self IsOnGround())
{
iprintln("Radius dmg");
RadiusDamage(self.origin, 500, 1000, 600);
self thread weapon_check();
}
}
}


zombiemode below :
Code Snippet
Plaintext
maps\_gravity_spikes::init();
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ok, the print is working already when i tried it?

Code Snippet
Plaintext
#include maps\_utility;
#include common_scripts\utility;

init()
{
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;;)
{
level waittill( "connecting", player );

player thread onPlayerSpawned();
}
}

onPlayerSpawned()
{
self endon( "disconnect" );

for(;;)
{
self waittill( "spawned_player" );

self thread weapon_check();
}
}
weapon_check()
{
while(1)
{
self waittill("weapon_fired");
iprintln("weapon fired"); //getting no print?
Weapon = self getcurrentweapon();
if(weapon == "zombie_shotgun")
{
self thread gravity_spikes_main();
}
else if(weapon == "gravity_spikes_upgraded")
{
// self thread gravity_spikes_upgraded_main();
}
}
}

gravity_spikes_main()
{
if (self isonground())
{
iprintln("Ground Activate");
self SetVelocity( (AnglesToUp(self.angles + (6,0,0))) * 1000);
wait 0.1;
self thread SpikeRadiusDamage();
}
else if (!self isonground())
{
iprintln("OffGround Activate");
self SetVelocity( (AnglesToUp(self.angles + (600,0,0))) * -1);
}
}

SpikeRadiusDamage()
{
if(!self isonground())
{
while(self IsOnGround())
{
iprintln("Radius dmg");
RadiusDamage(self.origin, 500, 1000, 600);
self thread weapon_check();
}
}
}


zombiemode below :
Code Snippet
Plaintext
maps\_gravity_spikes::init();

thats weird... I just tried to do it again by copying and pasting everything you did and it still doesnt print?? Is there something wrong with my map then?
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come in chat



EDIT : btw, doubt this matters but i added it in zombiemode, not "under zombiemode" in mapname

Code Snippet
Plaintext
main(init_zombie_spawner_name)
{
precache_shaders();
precache_models();

PrecacheItem( "fraggrenade" );
PrecacheItem( "colt" );

init_strings();
init_levelvars();
init_animscripts();
init_sounds();
init_shellshocks();
init_flags();

//Limit zombie to 24 max, must have for network purposes
SetAILimit( 24 );
// the initial spawners
if( !IsDefined( init_zombie_spawner_name) )
{
level.enemy_spawns = getEntArray( "zombie_spawner_init", "targetname" );
}
else
{
level.enemy_spawns = getEntArray( init_zombie_spawner_name, "targetname" );
}

level.zombie_rise_spawners = [];

//maps\_destructible_type94truck::init();

level.custom_introscreen = ::zombie_intro_screen;
level.custom_intermission = ::player_intermission;
level.reset_clientdvars = ::onPlayerConnect_clientDvars;

init_fx();


// load map defaults
maps\_load::main();

level.hudelem_count = 0;
// Call the other zombiemode scripts
if( level.script == "nazi_zombie_sumpf" )
{
maps\_zombiemode_weapons_sumpf::init();
}
else
{
maps\_zombiemode_weapons::init();
}
maps\_zombiemode_blockers_new::init();
maps\_zombiemode_spawner::init();
maps\_zombiemode_powerups::init();
maps\_zombiemode_radio::init();
maps\_zombiemode_perks::init();
maps\_zombiemode_mysterybox::init();
maps\_zombiemode_tesla::init();
// maps\_zombiemode_dogs::init();
maps\_zombiemode_bowie::bowie_init();
maps\_zombiemode_cymbal_monkey::init();
maps\_zombiemode_betty::init();
maps\_zombiemode_timer::init();
maps\_zombiemode_auto_turret::init();
maps\_zombiemode_weap_thundergun::init();
maps\_zombiemode_weap_tomahawk::init();
maps\_zombiemode_weap_zombie_shield::init();
maps\_zombiemode_craftables::init();
maps\_harrybo21_introtext::init();
maps\_gravity_spikes::init();
Last Edit: October 19, 2015, 07:59:54 am by Harry Bo21
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Thank you guys so much for the help! Script is now working, just need to add in fx/anims/model and it should be golden :D

 
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