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Re: Help, the new pointer style [Re: Uhrwerk] #189385
03/20/08 14:42
03/20/08 14:42
Joined: Sep 2003
Posts: 271
Germany
Chris3D Offline OP
Member
Chris3D  Offline OP
Member

Joined: Sep 2003
Posts: 271
Germany
no, the explosion is once created for the entity that breaks the while loop. the other entities just end their functions.
And if I remove the del_item thing it still happens again, so the del_items haave no effect on the problem I have.
Greetings
Chris

Re: Help, the new pointer style [Re: Chris3D] #189386
03/20/08 15:07
03/20/08 15:07
Joined: Sep 2003
Posts: 271
Germany
Chris3D Offline OP
Member
Chris3D  Offline OP
Member

Joined: Sep 2003
Posts: 271
Germany
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.
Re: Help, the new pointer style [Re: Chris3D] #189387
03/20/08 20:44
03/20/08 20:44
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
Expert
Uhrwerk  Offline
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
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...
Re: Help, the new pointer style [Re: Uhrwerk] #189388
03/21/08 13:22
03/21/08 13:22
Joined: Sep 2003
Posts: 271
Germany
Chris3D Offline OP
Member
Chris3D  Offline OP
Member

Joined: Sep 2003
Posts: 271
Germany
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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