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Re: Help, the new pointer style
[Re: Chris3D]
#189386
03/20/08 15:07
03/20/08 15:07
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Joined: Sep 2003
Posts: 271 Germany
Chris3D
OP
Member
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OP
Member
Joined: Sep 2003
Posts: 271
Germany
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GREAT I've got it ! it was the weapon_menu(my_player,0); function that causes the problem! Well I just don't know why... So there is my alternativ version that works: Code:
function good_crystals() { VECTOR rotator; var my_player; set(my,PASSABLE,TRANSLUCENT); my.scale_x=0; my.scale_y=0; my.scale_z=0; my.material=mat_crystal; my.alpha=75; vec_set(rotator,vector(random(3),random(2),random(1))); while(!p1_vehicle){wait(1);} while(1) { if(my.scale_x<5) { my.scale_x+=0.1; my.scale_y+=0.1; my.scale_z+=0.1; } ent_bonerotate(my,"bone",rotator); ent_bonerotate(my,"bone1",vector(random(0.5)+1,0,0)); if(del_item==0){ if(vec_dist(my.x,p1_vehicle.x)<150){my_player=1;break;} if(vec_dist(my.x,p2_vehicle.x)<150){my_player=2;break;} } if(del_item==1){ptr_remove(me);return;} wait(1); } if(my_player==1){get_weaponsP1=1;} if(my_player==2){get_weaponsP2=1;} ent_create("crystal_exp.mdl",vector(1,0,my.z),crystal_explosion); ptr_remove(me); wait(2); if(my_player==1){get_weaponsP1=0;} if(my_player==2){get_weaponsP2=0;} }
... ...
function check_weopons_startup() { while(1) { if(get_weaponsP1){weapon_menu(1,0);} if(get_weaponsP2){weapon_menu(2,0);} wait(1); } }
Last edited by Chris3D; 03/20/08 15:30.
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Re: Help, the new pointer style
[Re: Chris3D]
#189387
03/20/08 20:44
03/20/08 20:44
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
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Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
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Mind to post weapon_menu(my_player,0)? Just out of curiosity...
Always learn from history, to be sure you make the same mistakes again...
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Re: Help, the new pointer style
[Re: Uhrwerk]
#189388
03/21/08 13:22
03/21/08 13:22
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Joined: Sep 2003
Posts: 271 Germany
Chris3D
OP
Member
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OP
Member
Joined: Sep 2003
Posts: 271
Germany
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I don't think, that this ring a bell with you, but ok, there is what you want: Code:
function weapon_menu(my_player,steal_obj) { var save_mode; if(my_player==1){ while(!p1_vehicle){wait(1);} if(P1_obj_mode==99){return;} P1_obj_mode=99; if(steal_obj==0){ random_items(); }else{ steal_item(steal_obj); } while(P1_obj_mode==99){wait(1);} save_mode=P1_obj_mode; in_actionP1=0; P1_fire=4;wait(2); } if(my_player==2){ while(!p2_vehicle){wait(1);} if(P2_obj_mode==99){return;} P2_obj_mode=99; if(steal_obj==0){ random_items2(); }else{ steal_item2(steal_obj); } while(P2_obj_mode==99){wait(1);} save_mode=P2_obj_mode; in_actionP2=0; P2_fire=4;wait(2); } if(save_mode==0){return;} if(my_player==1){while(!P1_select){wait(1);}} if(my_player==2){while(!P2_select){wait(1);}} if(save_mode==1) { while((P1_select && my_player==1)||(P2_select && my_player==2)){wait(1);} ent_create("shell.mdl",vector(1,0,my_player),shells); ent_create("shell.mdl",vector(2,0,my_player),shells); ent_create("shell.mdl",vector(3,0,my_player),shells); } if(save_mode==2) { ent_create("shell.mdl",vector(4,0,my_player),shells); } if(save_mode==3) { ent_create("crystal.mdl",vector(0,0,my_player),bad_crystals); } if(save_mode==4) { ent_create("shell.mdl",vector(4,1,my_player),shells); } if(save_mode==5) { ent_create("banana.mdl",vector(0,0,my_player),one_banana); } if(save_mode==6) { while((P1_select && my_player==1)||(P2_select && my_player==2)){wait(1);} ent_create("banana.mdl",vector(0,0,my_player),five_bananas); } if(save_mode==7) { starpower(my_player); } if(save_mode==8) { ghost(my_player); } if(my_player==1){P1_fire=0;in_actionP1=1;} if(my_player==2){P2_fire=0;in_actionP2=1;} while(1) {
if(P1_select) { if(save_mode==1) { up: P1_fire+=1; P1_fire=cycle(P1_fire,1,4); if(shells_killedP1[P1_fire]!=0){wait(1);goto up;} while(P1_select){wait(1);} } if(save_mode>=2 && save_mode<6) { P1_fire=4;while(P1_select){wait(1);} } if(save_mode==6) { P1_fire+=0.66;while(P1_select){wait(1);} } if(save_mode>=7) { while(P1_select){wait(1);} } } if(P2_select) { if(save_mode==1) { up2: P2_fire+=1; P2_fire=cycle(P2_fire,1,4); if(shells_killedP2[P2_fire]!=0){wait(1);goto up2;} while(P2_select){wait(1);} } if(save_mode>=2 && save_mode<6) { P2_fire=4;while(P2_select){wait(1);} } if(save_mode==6) { P2_fire+=0.66;while(P2_select){wait(1);} } if(save_mode>=7) { while(P2_select){wait(1);} } }
if(shells_killedP1[1]!=0 && shells_killedP1[2]!=0 && shells_killedP1[3]!=0){P1_fire=4;} if(shells_killedP2[1]!=0 && shells_killedP2[2]!=0 && shells_killedP2[3]!=0){P2_fire=4;}
if(my_player==1 && P1_fire>3){ shells_killedP1[0]=0;shells_killedP1[1]=0;shells_killedP1[2]=0;shells_killedP1[3]=0;shells_killedP1[4]=0; in_actionP1=0;shell_numP1=0;P1_fire=0;return;}
if(my_player==2 && P2_fire>3){ shells_killedP2[0]=0;shells_killedP2[1]=0;shells_killedP2[2]=0;shells_killedP2[3]=0;shells_killedP2[4]=0; in_actionP2=0;shell_numP2=0;P2_fire=0;return;}
wait(1); } }
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