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All players have a negative ID and index?
Right, try this:
if(playerenters) toweapons Tester; if(weaponfired){ for(this.i=1;this.i<playerscount;this.i++){ if(((playerx-players[this.i].x)^2)+((playery-players[this.i].y)^2)<9) hitplayer this,i,1,playerx+1,playery+1.5; } } It will only work on NPCs. Why? It's not hitplayer, you can put anything in there, setplayerprop #c,#n(this.i); for example, it absolutely refuses to work on Players and only since the last release. Weapons like Leapfrog, simple, even detects players[this.i].id<0, now ONLY work on NPCs, whose .ids should ALWAYS be < 0, but absolutely REFUSES to work on a player. I mean, have I completely lost my marbles, or is something indeed wrong? |
*cough* I wonder if Stefan has a Bugs Admin anymore.
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Hmm... Just wondering but it also probably doesn't work if you use:
[for (i=0;i<0-playerscount;i--) ? |
Haven't tried going 0 to negative playerscount. Might work. Might blow up. Not willing to risk it on Classic. I have, of course, tried going from playerscount-1 to 0, with a similar lack of effect.
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I heard he's been gone for weeks, which means if Stefan doesn't notice this thread on his own, it never gets fixed. Which means I have to find a workaround and put it in EVERY NPCW and NPC Character that recognizes multiple players in Classic. Which would be a pain, but I'll do it if it's only once...
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Um, yay?
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It has not been fixed in the new version...I wonder if Stefan even knows about this. Or maybe I'm just halucenating it somehow...
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