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Everything posted by atrX
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Yep, it would never execute the code in the if statement because of its place. :dumb:
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Before: step6_death_watch() { time = 5; self waittill( "death" ); if( isDefined( level.ee_step6_active ) && level.ee_step6_active && self isTouching( level.ee_step6_radius ) && level.ee_step6_souls < level.ee_step6_soul_c ) { org = spawn( "script_origin", self.origin ); tag = spawn( "script_model", self.origin ); tag setModel( "tag_origin" ); tag enableLinkTo(); tag linkTo( org ); tag thread step6_fx( time ); org moveTo( level.ee_step6_fx_goto.origin, time ); org waittill( "movedone" ); if( level.ee_step6_souls >= level.ee_step6_soul_c ) { level.ee_step6_active = false; flag_set( "ee_step6" ); } wait 8; tag delete(); org delete(); level.ee_step6_souls++; } } After: step6_death_watch() { time = 5; self waittill( "death" ); if( isDefined( level.ee_step6_active ) && level.ee_step6_active && self isTouching( level.ee_step6_radius ) && level.ee_step6_souls < level.ee_step6_soul_c ) { org = spawn( "script_origin", self.origin ); tag = spawn( "script_model", self.origin ); tag setModel( "tag_origin" ); tag enableLinkTo(); tag linkTo( org ); tag thread step6_fx( time ); org moveTo( level.ee_step6_fx_goto.origin, time ); org waittill( "movedone" ); wait 8; tag delete(); org delete(); level.ee_step6_souls++; if( level.ee_step6_souls >= level.ee_step6_soul_c ) { level.ee_step6_active = false; flag_set( "ee_step6" ); } } } GG guys. :)
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As per request: JWofles used to not like (could say hate) all my maps, but he's been beta testing my newest zombie map the past 2 days and today Triton managed to capture this: I <3 you waffles. :davewub:
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You sure? Cause there's nothing wrong with that. :dave: That doesn't even make sense, if you look further in the script it should become clear that level.ee_step6_souls and level.ee_step6_soul_c are integers, but you're using level.ee_step6_soul_c as if it was a boolean.Edit: As Lossy said, Sentrex is really close, might wanna take a look at what he said.
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I'll post the answer in a couple hours if no one has found it by then so we can have someone else post. :dave:
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His name on ZM, UGX etc and in WaW is Jwofle...
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Why the fuck do I get 4 downvotes for a joke? ;-; Am I the new Bosnian? :horror:
- 31 replies
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- darmuh smells
- super massive vote
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Lossy gives free blowjobs if you vote for slay, slay v2 and rage! :troll:
- 31 replies
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- darmuh smells
- super massive vote
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How many people am I gonna have to tell it's win95 and not xp. ;-;
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It's also a map on MW2, know your CoDs, nub! :rage: Should probably go back ontopic. :dave:
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1v1 me Rust, Intervention 360 noscope 420 blaze it 1337 mlg trickshot only.
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I vouch for either Anti or myself, you're too nub. :troll:
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Aww... Max upvotes reached... :okay:
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Thanks nubs. :davewub: why'all deserve some: Edit: FFS LOSSY, TURN DEM FILTERS OFF! :rage:
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Yes. Should Lossy remove all bad word filters to avoid shit like this?
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Most likely done through HUD elements, have a look at this: http://codscript.net/tutorials/article/21-hud-elements/ :dave: tl;dr: Setting a shader: hud setShader( <materialname> ); // Optionally can do setShader( <materialname>, <width>, <height> ) If you want it to move (can't remember if it did this on I will rock you) change the x/why coördinates over time and use moveOverTime(): hud moveOverTime( <time> ); // Time is a float (eg: 1, 1.3, 13.37, ...) hud.x += 100; hud.why += 100; Edit: FFS Lossy! ;-; Those silly filters even apply in code boxes. :rage:
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JR are my initials and I'm not imaginative, so eh, why not? :dave: JRImagine looked shit so I added a hyphen. :dumb: