Problem :P !!

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mr-x
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Problem :P !!

Post by mr-x » April 19th, 2010, 12:39 pm

Code: Select all

main()
{
	maps\mp\_load::main();
 
	ambientPlay("ambient_backlot_ext");
	
	game["allies"] = "sas";
	game["axis"] = "opfor";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "woodland";
	game["axis_soldiertype"] = "woodland";
	
	setdvar( "r_specularcolorscale", "1" );
	
	setdvar("r_glowbloomintensity0",".25");
	setdvar("r_glowbloomintensity1",".25");
	setdvar("r_glowskybleedintensity0",".3");
	thread don1 ();
}
don1()
{
musha=getent("don","targetname");
while (1)
{
musha waittill ("trigger",player);
if (!isDefined (player.done)){
player.done=true;
iprintlnbold ("Gratz you done");
thread dooropen ();
}
else {
player.done=false;
thread doortrig ();
}
}
}
dooropen ()
{
trigger = getent ("checking","targetname");
doorr=getent ("left","targetname");
while (1)
{
trigger waittill ("trigger",player);
if (player istouching (trigger) && player.done == true )
{
doorr moveY (-90,0.5);
doorr waittill("movedone");
wait 2;
doorr moveY (90,0.5);
doorr waittill("movedone");
}
}
}
doortrig ()
{
trigger = getent ("checking","targetname");
while (1)
{
trigger waittill("trigger",player);
if (player istouching (trigger) && player.done==false )
player suicide ();
}
}
if player done = true player suicide door never open :P

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Drofder2004
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Re: Problem :P !!

Post by Drofder2004 » April 19th, 2010, 2:12 pm

Explain exactly what should happen, because at the moment you are evetually going to cause infinite loops and multiple threads.
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mr-x
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Joined: March 7th, 2010, 3:33 pm

Re: Problem :P !!

Post by mr-x » April 19th, 2010, 2:14 pm

i want if player done the map he can open the dor if he doesnt he die
but
i tried it when done the map player suicide

mr-x
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Posts: 61
Joined: March 7th, 2010, 3:33 pm

Re: Problem :P !!

Post by mr-x » April 19th, 2010, 2:29 pm

fixed ty

Code: Select all

main()
{
	maps\mp\_load::main();
 
	ambientPlay("ambient_backlot_ext");
	
	game["allies"] = "sas";
	game["axis"] = "opfor";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "woodland";
	game["axis_soldiertype"] = "woodland";
	
	setdvar( "r_specularcolorscale", "1" );
	
	setdvar("r_glowbloomintensity0",".25");
	setdvar("r_glowbloomintensity1",".25");
	setdvar("r_glowskybleedintensity0",".3");
	thread don1 ();
	thread dooropen ();
}
don1()
{
	musha=getent("don","targetname");
	while (1)
	{
		musha waittill ("trigger",player);
		if (!isDefined (player.done)){
			player.done=true;
			iprintlnbold ("Gratz you're done");
		}
		

	}
}
dooropen ()
{
	trigger = getent ("checking","targetname");
	doorr=getent ("left","targetname");
	while (1)
	{
		trigger waittill ("trigger",player);
		if (player istouching (trigger) )
		{
			if (isDefined (player.done))
			{
			doorr moveY (-90,0.5);
			doorr waittill("movedone");
			wait 2;
			doorr moveY (90,0.5);
			doorr waittill("movedone");
			}
			else
			{
				player suicide ();
			}
		}
		
	}
}

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Hoogie
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Re: Problem :P !!

Post by Hoogie » April 19th, 2010, 3:00 pm

So when you finish you die?
Great.
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mr-x
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Re: Problem :P !!

Post by mr-x » April 19th, 2010, 4:21 pm

i prefer u read it again

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