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Re: do not pick up when ammo is full? [Re: elsewood] #154200
09/15/07 15:15
09/15/07 15:15
Joined: Aug 2006
Posts: 152
vector(200,45,338)
Marwan Offline
Member
Marwan  Offline
Member

Joined: Aug 2006
Posts: 152
vector(200,45,338)
@flits : you can preview your post before submitting it
@elsewood :I dont know if im wrong or right but i dont think this could work , because logically if the player approches the ammo pack and his ammo is less than 180 , the function (my.pan+=3*time_step)wont run.


age:16 game design and programming experience:2 years
Re: do not pick up when ammo is full? [Re: Marwan] #154201
09/15/07 15:34
09/15/07 15:34
Joined: Nov 2002
Posts: 792
Berne, Switzerland
elsewood Offline
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elsewood  Offline
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Joined: Nov 2002
Posts: 792
Berne, Switzerland
You are right. As soon as the player approaches the ammo there are two possibilties:
1: ammo is full -> rotation stops to show that fact...
2: ammo is not full -> while loop ends and gives new ammo


A bus station is where the bus stops. A train station is where the train stops.
On my desk I have a workstation...
Re: do not pick up when ammo is full? [Re: elsewood] #154202
09/15/07 17:31
09/15/07 17:31
Joined: Jan 2005
Posts: 30
F
fp Offline OP
Newbie
fp  Offline OP
Newbie
F

Joined: Jan 2005
Posts: 30
i do not understand what it makes for a difference, player or player1. But ok i did it and got an error message again:

player.wdl: double definition player1 Function Pointer

Re: do not pick up when ammo is full? [Re: fp] #154203
09/15/07 18:46
09/15/07 18:46
Joined: Jul 2007
Posts: 959
nl
F
flits Offline
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flits  Offline
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F

Joined: Jul 2007
Posts: 959
nl
try my_player ore player12 doesnt matter anyway player is oke anyway you didnt use it yet if player dont gives error's


"empty"
Re: do not pick up when ammo is full? [Re: fp] #154204
09/16/07 10:50
09/16/07 10:50
Joined: Aug 2006
Posts: 152
vector(200,45,338)
Marwan Offline
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Marwan  Offline
Member

Joined: Aug 2006
Posts: 152
vector(200,45,338)
If I am wrong about this then I hope somebody fix my information, (player) is predefined , so i ment to change it into any thing else , for example (player1)
when you write the players action , and write in another action in a seperate script file a function refers to player , the engine wouldent know that the player you are talking about , is the player in the other script , I have had the same problem with the empty pointer , and solved it when i changed (player) to anything else,
now I dont have any Idea how it didnt work with you , and if so, why didnt the empty pointer error show up from the first place??.
I think that you have done somthing wrong that screwed it up
try to find whats wrong .


age:16 game design and programming experience:2 years
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