Quote:
Originally Posted by Chandler
Sure
HTML Code:
//#CLIENTSIDE
function onCreated()
{
player.attr[3] = "bombermad_bomb.gani";
}
Would make the bombermad gani display over your graal character. Well, if you were to have that gani that is.
HTML Code:
//#CLIENTSIDE
function onPlayerChats()
{
if (player.chat == ":setAttr")
{
temp.curAttr = player.chat.substring(8, 1);
temp.curGani = player.chat.substring(9).trim();
player.( @ "attr[" @ temp.curAttr @ "]") = (temp.curGani.ends(".gani")? temp.curGani: temp.curGani @ ".gani");
}
}
:setAttr 3 myGani.gani
choose a gani from inside of your graal folder, which is a solid object for example.
Edit: I'll write a few documents explaining the advantages to using player attributes. 
|
Got it to work

Thanks (btw, the :setattr stuff didn't work, made it into tokenize and had obj.starts(), but didn't work, but first example did, thanks!)
hmm, just one more thing.. on my server some weapons are faster, so alot of flaot texts will come..
so must I use a new player.attr for each flaot text, or can I use an existing attr more ganises?