(sorry for the slow reply)
The problem with what you want to do is that there's no way to access another player's client or clientr variables from clientside. The reason for this is because it would require far too much bandwidth to transfer all of this data every time a player logs on or enters a new level.
However, you can place certain values in something called the "attr" array. Values in the "attr" array can be accessed by another player as long as they are in the same level.
In order to place clientr.guild in one of the player's attrs, you would need to update it each time the player's "clientr.guild" flag changes.
PHP Code:
player.attr[10] = player.clientr.guild;
It's also a good idea to set this on login in case the player's guild changed while offline (e.g. a staff edited the attributes).
Then, when you want to access another player's guild, you can use a script like
PHP Code:
//#CLIENTSIDE
function onCreated() {
for (temp.pl : players) { // this lets you loop through each player in your current level
if (pl.attr[10] != null) { // if the player has a guild
echo(pl.communityname @ " is in the guild " @ pl.attr[10]); // output it to F2
}
}
}
Also, instead of using
players[i].value, you can use a "for each" loop.
Quote:
Originally Posted by cbk1994
Another, different type of for loop is like a foreach loop in other languages. It's done like this:
PHP Code:
for (variable : array) {
echo(variable);
}
Arrays are defined like this
PHP Code:
temp.array = {"one", "two", "three", "hello", "world"};
which means you can also do
PHP Code:
for (variable : {"one", "two", "three", "hello", "world"}) {
echo(variable);
}
however, you need to specify a variable
PHP Code:
for (temp.number : array) {
echo(number);
}
would output
Quote:
one
two
three
hello
world
|
Be sure not to get the two types of for loops mixed up. The for each loop does the same thing as
PHP Code:
temp.array = {"one", "two", "three", "hello", "world"};
for (temp.i = 0; i < array.size(); i ++) {
temp.variable = array[i];
}
|
The way this works is like this:
PHP Code:
//#CLIENTSIDE
function onCreated() {
this.trigger("timeOut", null); // start the timeout loop
}
function onTimeOut() {
temp.didShow = false;
for (temp.pl : players) {
if (pl == player) {
continue; // if it's yourself, skip it
}
if (mousex in |pl.x, pl.x + 2| && mousey in |pl.y, pl.y + 2|) { // the coordinates probably need to be improved
with (findimg(200)) {
if (pl.attr[10] != null) { // are they in a guild?
text = "Guild: " @ pl.attr[10]; // if in a guild
} else {
text = "Guild: (not in a guild)"; // if not in a guild
}
x = mousex + 2;
y = mousey;
}
didShow = true;
break; // end the loop
}
}
if (! didShow) {
hideimg(200); // hide the image since it wasn't shown this frame
}
this.setTimer(0.05);
}
Each 0.05 seconds, the script looks through every player in the level. If the player it is looking at is the current player, it skips it since you don't want to display it for yourself (if you do, you wouldn't want that part of course). It checks if the player's mouse is on that player. If it is, it shows the text. If not, it doesn't.
Notice that this:
PHP Code:
for (temp.pl : players) {
is equivalent to this:
PHP Code:
for (temp.i = 0; i < players.size(); i ++) {
pl = players[i];
It's just easier to do.
Sorry for the long post, I hope it answers your questions. And as always, sorry if I come off as condescending.