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Pause>.
Hey i was thinking is there a way to pause the player with a command of some sort?
I know disablepause...etc but how do u make it so the player is paused >. Can some 1 help thanks (Ive asked some NAT's like unholy paladin and he says he dosnt know if there is a way) |
Maybe they could make a sticky thread where you post suggestions for new scripts and Stefan would look it over, and maybe even consider some scripts that he thinks would be usefull for new servers..
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If (playerpaused) CHECKS to see if the player is paused. I myself was experimenting w/ some sort of way to replace the default pause. How would you emulate it? You can make the x and y reset while paused every 0.1 so it doesn’t appear to be paused, and you can have it set the player’s hearts to the same, BUT what if the player is attacked, it’ll reset the hearts, but if their hearts are 0.5 then they get hit, it’ll just kill them instead. And if you set it to variables then they can just reconnect and have full health and/or ap and what not… so it can be abused… any suggestions? I don’t want to use strings for a few reasons:
1) They create more lag and get annoying with excessive usage, especially when using RC to scroll through them 2) You cannot call them and set them quickly because it doesn’t immediately set them… any ideas? Plus, I want the end, how can you close Graal automatically, he he. Can you make it emulate Ctrl+Q being pressed? Then it would say “Are you sure you want to quit Graal?”. ---Shifter |
I figured as much, heh. I actually am doing a custom HP system. I put in if (actionhurt && !playerpaused) that way it will check to see if they're paused... but what about setting playerpaused, just set playerpaused; doesn't give the right effect =/
---Shifter |
I wish there was:(
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Hmm... I am working on my HP System, but I'm starting to feel like Kai: give it away once you're done x.X I will first put it on Rudora (Scripting for them to come back :P) but I think after it's 100% finished and cool I'll spice it up, optimize it and submit it. It isn't that hard, just keeping track of hp and fullhp. I use client.hp as the HP and client.fullhp for full HP. And I have it do a triggeraction using vectors of playerdir*2 and what not, and have it int(random(#s(client.mindam),#s(client.maxdam))) So it isn't a set limit, and so you can have technically different swords :D
---Shifter [edit] If there is a REQUEST for the HP System then I'll put it up :D[/edit] |
if rudora will have an npc server when it gets back, use clientr strings for HP, much more secure
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LOL, Jagen, perhaps I'll PM you some stuff, but yes, I am 100% sure (that means I KNOW it as a fact) that it will have an NPC Server... lemme PM you what's going on, it's *hush hush* though. Why would they be more secure exactly? I will, just curious, I use to use them instead of client.strings, but got lazy and switched back :P
---Shifter |
clientr can only be modified by the server, so unless you hack the npc server and trick it to modify somebodys clientr strings, they cant be edited (well, that is assuming the world is perfect and noone is curropt)
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Heh, point taken Jagen :D
---Shifter |
Quote:
Someone once said to do a say2 Paused; type thing. Which would work just fine for many things. |
You do raise a valid point, just keep bombarding them with say2s untill further notice. ;)
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if (playerendsreading&&client.paused==true) {
say2 Paused; } |
I dunno... say2 paused kind of defeats the whole purpose for what I wanted. REDESIGNING the pause menu... not just putting up (Paused) he he. Then what are you going to do as far as the (paused) goes. wait, lol, if you do say2 it'll do it, it would only work if your paused menu was BIGGER than the region of say2, and any button would exit it unless you have it loop someway.
---Shifter |
If you wanted to make it so they weren't getting hurt, just put their hearts in a flag. Make it constant that their hearts stay the same untill the paused flag is unset.
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