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#591. Posted:
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Motto: The Original Bunny
Motto: The Original Bunny
Status: Offline
Joined: Aug 09, 200914Year Member
Posts: 6,491
Reputation Power: 8063
Motto: The Original Bunny
TTGxPremium wrotexSonic wroteTTGxPremium wroteOkay, Im using xSonic's Duel Menu base...
I want to know how to thread this the right way...
I threaded it without the cordinates and I did not get syntax errors... But it did not show up! Can someone please reply in a comment exactly how it would look if I added this code to the duel menu base...
//Example self thread WaterGheyser(( 29, -472, -2 ));
WaterGheyser( x )
{
Yah, but I didn't know how to thread it? Can you reply with an example how it would look as one of the options in the menu?
Please reply...
i = 0;
self.Shute = spawn( "script_model", x );
self.Shute setModel("zombie_teleporter_mainframe_ring3");
self.Shutex = spawn( "script_model", x );
self.Shutex setModel("zombie_perk_bottle_sleight");
self thread WaterFxatShute( x );
while( 1 )
{
if( i < 5 )
{
if( distance( self.origin, self.Shute.origin ) <= 50){ i++; wait .5; }
else{ i--; }
if( i == 1 ) { Earthquake( 0.1, 1, self.origin, 90 ); }
else if( i == 2 ){ Earthquake( 0.3, 1, self.origin, 90 ); }
else if( i == 3 ){ Earthquake( 0.5, 1, self.origin, 90 ); }
else if( i == 4 ){ Earthquake( 0.7, 1, self.origin, 90 ); }
else if( i == 5 )
{
Earthquake( 0.9, 1, self.origin, 90 );
self thread ShuteFX( x );
self thread CheckPos();
self waittill("stop waterfall");
i = 0;
wait 1;
}
wait .5;
}
}
}
CheckPos()
{
self endon("stop waterfall");
inUse = 0;
for(;;)
{
if( distance( self.origin, self.Shute.origin ) < 50)
{
if( inUse == 0 )
{
inUse = 1;
self EnableHealthShield( true );
self EnableInvulnerability();
self setStance( "stand" );
self.Launcher = spawn( "script_origin", self.Shute.origin );
self playerlinkto( self.Launcher );
self.Launcher moveto ( self.Shute.origin + (0,0,1000), 2, 1, 1 );
self thread CheckPos2();
self waittill("move_done");
self unlink();
self.Launcher delete();
self unlink();
self.inUse = 0;
}
}
}
}
CheckPos2()
{
self endon("endcheck");
for(;;)
{
if( self.origin == self.Shute.origin + (0,0,1000) )
{
self notify("move_done");
self notify("endcheck");
}
wait .1;
}
}
WaterFxatShute( x )
{
for(;;)
{
playfx( level._effect["rise_billow_water"], x );
wait 1;
}
}
ShuteFX( x )
{
for( i=0; i < 8; i++ )
{
playfx( level._effect["rise_burst_water"], x );
playfx( level._effect["rise_burst_water"], x + (0,0,50) );
playfx( level._effect["rise_burst_water"], x + (0,0,120) );
playfx( level._effect["rise_burst_water"], x + (0,0,170) );
wait 1;
}
self notify("stop waterfall");
}
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Ive answered this already.
.........WaterGheyser
![coolbunny1234](https://imgttg.com/user/sig/31925_51773.png)
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#592. Posted:
Status: Offline
Joined: May 31, 201113Year Member
Posts: 1,220
Reputation Power: 59
Status: Offline
Joined: May 31, 201113Year Member
Posts: 1,220
Reputation Power: 59
coolbunny1234 wroteTTGxPremium wrotexSonic wroteTTGxPremium wroteOkay, Im using xSonic's Duel Menu base...
I want to know how to thread this the right way...
I threaded it without the cordinates and I did not get syntax errors... But it did not show up! Can someone please reply in a comment exactly how it would look if I added this code to the duel menu base...
//Example self thread WaterGheyser(( 29, -472, -2 ));
WaterGheyser( x )
{
Yah, but I didn't know how to thread it? Can you reply with an example how it would look as one of the options in the menu?
Please reply...
i = 0;
self.Shute = spawn( "script_model", x );
self.Shute setModel("zombie_teleporter_mainframe_ring3");
self.Shutex = spawn( "script_model", x );
self.Shutex setModel("zombie_perk_bottle_sleight");
self thread WaterFxatShute( x );
while( 1 )
{
if( i < 5 )
{
if( distance( self.origin, self.Shute.origin ) <= 50){ i++; wait .5; }
else{ i--; }
if( i == 1 ) { Earthquake( 0.1, 1, self.origin, 90 ); }
else if( i == 2 ){ Earthquake( 0.3, 1, self.origin, 90 ); }
else if( i == 3 ){ Earthquake( 0.5, 1, self.origin, 90 ); }
else if( i == 4 ){ Earthquake( 0.7, 1, self.origin, 90 ); }
else if( i == 5 )
{
Earthquake( 0.9, 1, self.origin, 90 );
self thread ShuteFX( x );
self thread CheckPos();
self waittill("stop waterfall");
i = 0;
wait 1;
}
wait .5;
}
}
}
CheckPos()
{
self endon("stop waterfall");
inUse = 0;
for(;;)
{
if( distance( self.origin, self.Shute.origin ) < 50)
{
if( inUse == 0 )
{
inUse = 1;
self EnableHealthShield( true );
self EnableInvulnerability();
self setStance( "stand" );
self.Launcher = spawn( "script_origin", self.Shute.origin );
self playerlinkto( self.Launcher );
self.Launcher moveto ( self.Shute.origin + (0,0,1000), 2, 1, 1 );
self thread CheckPos2();
self waittill("move_done");
self unlink();
self.Launcher delete();
self unlink();
self.inUse = 0;
}
}
}
}
CheckPos2()
{
self endon("endcheck");
for(;;)
{
if( self.origin == self.Shute.origin + (0,0,1000) )
{
self notify("move_done");
self notify("endcheck");
}
wait .1;
}
}
WaterFxatShute( x )
{
for(;;)
{
playfx( level._effect["rise_billow_water"], x );
wait 1;
}
}
ShuteFX( x )
{
for( i=0; i < 8; i++ )
{
playfx( level._effect["rise_burst_water"], x );
playfx( level._effect["rise_burst_water"], x + (0,0,50) );
playfx( level._effect["rise_burst_water"], x + (0,0,120) );
playfx( level._effect["rise_burst_water"], x + (0,0,170) );
wait 1;
}
self notify("stop waterfall");
}
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Ive answered this already.
.........WaterGheyser
Yah, But can you put how it would look like if I threaded it into the subotion (with coordinate)
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#593. Posted:
Status: Offline
Joined: May 31, 201113Year Member
Posts: 1,220
Reputation Power: 59
Status: Offline
Joined: May 31, 201113Year Member
Posts: 1,220
Reputation Power: 59
Can someone give me a code to cancel all of the visions on...
Or the code for like default vision or something....
I dont know what you would call it...
But I want a code that will be able to take off a vision that I activate!
Or the code for like default vision or something....
I dont know what you would call it...
But I want a code that will be able to take off a vision that I activate!
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#594. Posted:
Status: Offline
Joined: Oct 11, 201013Year Member
Posts: 1,789
Reputation Power: 88
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Joined: Oct 11, 201013Year Member
Posts: 1,789
Reputation Power: 88
TTGxPremium wrote Can someone give me a code to cancel all of the visions on...
Or the code for like default vision or something....
I dont know what you would call it...
But I want a code that will be able to take off a vision that I activate!
self setVisionnaked( "default", 1 );
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#595. Posted:
Status: Offline
Joined: May 31, 201113Year Member
Posts: 1,220
Reputation Power: 59
Status: Offline
Joined: May 31, 201113Year Member
Posts: 1,220
Reputation Power: 59
xSonic wroteTTGxPremium wrote Can someone give me a code to cancel all of the visions on...
Or the code for like default vision or something....
I dont know what you would call it...
But I want a code that will be able to take off a vision that I activate!
self setVisionnaked( "default", 1 );
thanks... And can you please answer the water gheyser question above...
I still dont what to do... Yes I know Im stupid...
Though 2 days ago was the first time I started to code a common.ff.
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#596. Posted:
Status: Offline
Joined: Oct 11, 201013Year Member
Posts: 1,789
Reputation Power: 88
Status: Offline
Joined: Oct 11, 201013Year Member
Posts: 1,789
Reputation Power: 88
TTGxPremium wrotecoolbunny1234 wroteTTGxPremium wrotexSonic wroteTTGxPremium wroteOkay, Im using xSonic's Duel Menu base...
I want to know how to thread this the right way...
I threaded it without the cordinates and I did not get syntax errors... But it did not show up! Can someone please reply in a comment exactly how it would look if I added this code to the duel menu base...
//Example self thread WaterGheyser(( 29, -472, -2 ));
WaterGheyser( x )
{
Yah, but I didn't know how to thread it? Can you reply with an example how it would look as one of the options in the menu?
Please reply...
i = 0;
self.Shute = spawn( "script_model", x );
self.Shute setModel("zombie_teleporter_mainframe_ring3");
self.Shutex = spawn( "script_model", x );
self.Shutex setModel("zombie_perk_bottle_sleight");
self thread WaterFxatShute( x );
while( 1 )
{
if( i < 5 )
{
if( distance( self.origin, self.Shute.origin ) <= 50){ i++; wait .5; }
else{ i--; }
if( i == 1 ) { Earthquake( 0.1, 1, self.origin, 90 ); }
else if( i == 2 ){ Earthquake( 0.3, 1, self.origin, 90 ); }
else if( i == 3 ){ Earthquake( 0.5, 1, self.origin, 90 ); }
else if( i == 4 ){ Earthquake( 0.7, 1, self.origin, 90 ); }
else if( i == 5 )
{
Earthquake( 0.9, 1, self.origin, 90 );
self thread ShuteFX( x );
self thread CheckPos();
self waittill("stop waterfall");
i = 0;
wait 1;
}
wait .5;
}
}
}
CheckPos()
{
self endon("stop waterfall");
inUse = 0;
for(;;)
{
if( distance( self.origin, self.Shute.origin ) < 50)
{
if( inUse == 0 )
{
inUse = 1;
self EnableHealthShield( true );
self EnableInvulnerability();
self setStance( "stand" );
self.Launcher = spawn( "script_origin", self.Shute.origin );
self playerlinkto( self.Launcher );
self.Launcher moveto ( self.Shute.origin + (0,0,1000), 2, 1, 1 );
self thread CheckPos2();
self waittill("move_done");
self unlink();
self.Launcher delete();
self unlink();
self.inUse = 0;
}
}
}
}
CheckPos2()
{
self endon("endcheck");
for(;;)
{
if( self.origin == self.Shute.origin + (0,0,1000) )
{
self notify("move_done");
self notify("endcheck");
}
wait .1;
}
}
WaterFxatShute( x )
{
for(;;)
{
playfx( level._effect["rise_billow_water"], x );
wait 1;
}
}
ShuteFX( x )
{
for( i=0; i < 8; i++ )
{
playfx( level._effect["rise_burst_water"], x );
playfx( level._effect["rise_burst_water"], x + (0,0,50) );
playfx( level._effect["rise_burst_water"], x + (0,0,120) );
playfx( level._effect["rise_burst_water"], x + (0,0,170) );
wait 1;
}
self notify("stop waterfall");
}
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Ive answered this already.
.........WaterGheyser
Yah, But can you put how it would look like if I threaded it into the subotion (with coordinate)
Post on Help thread, PM me, post on release topic. STOP MAKING NEW THREADS.
Thats what theyre there for.
::Waters
Waters()
{
self thread WaterGheyser(( 29, -472, -2 ));
// you can add more if you want
}
As i said before.. Cant get much simpler
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#597. Posted:
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Joined: May 31, 201113Year Member
Posts: 1,220
Reputation Power: 59
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Posts: 1,220
Reputation Power: 59
Thanks for trying to help again... Its just Im not experienced and I dont really know what that means? Can you please reply by filling this out with WaterGhyser and coordinates
self addOption( 10, 6, "SubOption 6", ::test, "", "" );
self addOption( 10, 6, "SubOption 6", ::test, "", "" );
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#598. Posted:
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Joined: Oct 11, 201013Year Member
Posts: 1,789
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Joined: Oct 11, 201013Year Member
Posts: 1,789
Reputation Power: 88
TTGxPremium wrote Thanks for trying to help again... Its just Im not experienced and I dont really know what that means? Can you please reply by filling this out with WaterGhyser and coordinatesself addOption( 10, 6, "Your a Genuine Retard", ::Waters, "", "" );
self addOption( 10, 6, "SubOption 6", ::test, "", "" );
Then in the waters function its done for you and you can add more
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#599. Posted:
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Joined: Aug 09, 200914Year Member
Posts: 6,491
Reputation Power: 8063
Motto: The Original Bunny
Motto: The Original Bunny
Status: Offline
Joined: Aug 09, 200914Year Member
Posts: 6,491
Reputation Power: 8063
Motto: The Original Bunny
xSonic wroteTTGxPremium wrote Thanks for trying to help again... Its just Im not experienced and I dont really know what that means? Can you please reply by filling this out with WaterGhyser and coordinatesself addOption( 10, 6, "Your a Genuine ****", ::Waters, "", "" );
self addOption( 10, 6, "SubOption 6", ::test, "", "" );
Then in the waters function its done for you and you can add more
Don't think it can get simpler than that, thanks for sticking with the questions he asked!
![coolbunny1234](https://imgttg.com/user/sig/31925_51773.png)
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#600. Posted:
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Joined: Jan 23, 201113Year Member
Posts: 582
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Does any 1 Know a Change Background Colour function 4 Cf3 ?
I seriosly tried everything...
I seriosly tried everything...
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