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Re: Kampsystem wie in Gothic 1 und 2 [Re: Pappenheimer] #320866
04/25/10 13:51
04/25/10 13:51
Joined: Apr 2009
Posts: 161
austria
L
littlejacky Offline OP
Member
littlejacky  Offline OP
Member
L

Joined: Apr 2009
Posts: 161
austria
Danke!
Der Code funzt. ^^
Aber ich hab jetzt wieder ein anderes Problem.
Also:

...
c_trace(my.x, trace_attack, IGNORE_ME | IGNORE_PASSABLE);
if(you)
{
you.ambient = 100;
}
...

Der Trace heißt "trace_attack".
Nach dem "if(you) ..." bekomme ich immer eine Fehlermeldung, wenn ich eine "else" hinzufügen will.
Warum???

Re: Kampsystem wie in Gothic 1 und 2 [Re: littlejacky] #320869
04/25/10 14:29
04/25/10 14:29
Joined: Aug 2007
Posts: 1,922
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Widi Offline
Serious User
Widi  Offline
Serious User

Joined: Aug 2007
Posts: 1,922
Schweiz
Was setzt du hinter else? you.ambient = 0?
Das geht nicht, da you = NULL ist. Du musst die getroffene Entity zwischenspeichern.

ENTITY* Trace_ent;
...
c_trace(my.x, trace_attack, IGNORE_ME | IGNORE_PASSABLE);
if(you)
{
Trace_ent = you;
Trace_ent.ambient = 100;
} else {
if(Trace_ent) Trace_ent.ambient = 0;
}
...

Re: Kampsystem wie in Gothic 1 und 2 [Re: Widi] #320871
04/25/10 14:53
04/25/10 14:53
Joined: Apr 2009
Posts: 161
austria
L
littlejacky Offline OP
Member
littlejacky  Offline OP
Member
L

Joined: Apr 2009
Posts: 161
austria
Danke!
Der Rest des Kampfsystems ist ein Kinderspiel. ^^
Danke nochmal!

Re: Kampsystem wie in Gothic 1 und 2 [Re: littlejacky] #320874
04/25/10 14:58
04/25/10 14:58
Joined: Aug 2007
Posts: 1,922
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Widi Offline
Serious User
Widi  Offline
Serious User

Joined: Aug 2007
Posts: 1,922
Schweiz
Kein Problem...

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