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waittillspawn
and end has to be after script |
so... if i wanted to randomize the placement of a mine could i do this?
randommine1: (this line names the thread local.waitformine = (randomint(45) + 10) local.rndnum = randomint(1000) local.rndnum2 = randomint(1000) local.rndnum3 = randomint(1000) wait local.waitformine spawn animate/fx_explosion_mine "targetname" "mine1" $mine1.origin = ( -wait local.rndnum -wait local.rndnum2 -wait local.rndnum3) (puts the mine in a specific place on the map $mine1 anim start if ($player == NULL) local.dudes=0 else local.dudes = $player.size if (local.dudes > 0) local.dude = exec global/makearray.scr $player for (local.i=1;local.i<local.dudes+1;local.i++) { if (vector_length ($mine1.origin - local.dude[local.i].origin) < 300) local.dude[local.i] exec global/bullethit.scr (0 -1 0) 800 50 1 } wait 4 $mine1 remove goto randommine1 end |
and while were on the subject of scripting... would this work?
if ($player say fuck) $player takeall |
the coordinate thing won't work.
it would be.... $mine1.origin = ( local.num1 local.num2 local.num3) so leave out the "wait"s also, although this will work, your mines will be all over the place. as in, under the board, up in the air, off the board completely, etc. it would work better on a flat board, like snowy park. so you could make the x and y coords random, and keep the z coord constant, so they all blow up around foot level. but even that, you'd need to find the center of the board and set the x and y's based off that. for instance, say the center of the board is ( 5000, -4000, 500) and the board stretches out for 3000 units to hit each side from the center, then make local.x = (randomint(6000) + 2000)) local.y = (randomint(6000) - 7000)) that would make x a number from 2000 to 8000 (+ or - 3000 from center) and y would be a number from -7000 to -1000 (again, + or - 3000 from center) |
blue brooks do u have AIM cus i have a lot of little questions like what exactly does $player mean and stuff.
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