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Workarounds...
I need to destroy a weapon, and i could delete it in the way suggested in the other thread, but on Doomsday, and i believe now all other playerworlds you cannot do a toweapons on a if playerenters test, the player actually has to physically tough the npc, is there any way i could do something? One thing that works sometimes is:
NPC Code: but sometimes thats even broken... can anyone come up with any other ideas? thanks, --PastAustin |
if (blahblah) {
takeweapon blah; } It's something like thatm, but I know there is an NPC command that just takes the weapon away. |
if (playerenters) toweapons... works just fine.
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well Loriel. Dont forget
if(playerenters && !isweapon) { toweapons weapon; } otherwise you have annying weapon re-adding like there is on some servers I know |
~AlphaFlame~
if (playerenters && hasweapon(weapon-to-take)){ toweapons weapon-to-take; if (isweapon)destroy; } Tada. *walks off muttering about lizardons and something about their mothers* |
if (playerenters && !hasweapon(weapon-to-take)){
toweapons weapon-to-take; if (isweapon)destroy; } otherwise it wil never add. |
Re: Workarounds...
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It almost doesnt matter. it only matters with strcontains and startswith
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--PA |
arg why dont you people put code in brackets {} ???
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In the npc DO NOT put //#CLIENTSIDE
When you ADD IT TO NPC SERVER VIA NPC CONTROL THEN you p ut //#CLIENTSIDE |
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--Disclaimer-- Don't mess with my NPCs. I usually know what I'm doing. Unless I specifically say "I didn't use the editor to make this," assume it's correctly done and shut up. --/end Disclaimer-- |
yeah what he said
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So mister smartass, shut the furk up. get off your damn highhorse. i ddint know what you were tring to do because it was FAR too inefficient.
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BTW the add destructable weapon method is too stupid. use removeweapon weaponname;
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ok...
in case you haven't noticed Doomsday is not a PAY TO PLAY server. REMOVEWEAPONS does not work on non p2p!!!
-PA |
~AlphaFlame~
*cackles* I might be on a high horse, but at least the horse isn't stupid/ignorant/slow/all three. ... *adds a bit later* And for non-p2p, that's fairly optimized Sir Knows-Little-Curses-Lots ;) |
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:confused: |
refer to subject about adding the ability for RC's of non-p2p servers to access the weapon database..... delete npc... delete weapon from database.... should be fine right?
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if (playerchats) message Hi; if (playertouchsme) message Don't touch me!; that is annoying in huge scripts |
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Put if(isweapon &&destroy) destroy; in the weapon itself And then use callweapon index,destroy; That is the best way. It is 1 line of code that would make life EZer. Just dont add that in hidden weapons or In-deletable weapons. *tidbit* You can also use triggeraction in the same way |
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~AlphaFlame~
So... Falcor, you want to have two NPCs to do what could be done in 1? And hey, any NPC can be one line... just take out the returns... |
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bah!
nm
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Smartest thing is still putting in the every weapon, right when adding it to your server: if (destroy) destroy; Then, for (i=0; i<weaponscount; i++) if (strequals(#w(i),weapontoremove)) { callweapon i,destroy; break; } into the NPC you have to delete a weapon. |
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Smartest thing is still putting in the every weapon, right when adding it to your server: if (destroy) destroy; Then, for (i=0; i<weaponscount; i++) if (strequals(#w(i),weapontoremove)) { callweapon i,destroy; break; } into the NPC you have to delete a weapon. [/B][/QUOTE] Lol, there goes loriel with her 'advanced' scripting agin : P :D |
It's not advanced... it's smart.
I started doing that in some of my stuff as well. |
if (playerenters){
toweapons bomb; } if (weaponfired){ destroy; } leet script!@ %$%! |
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