You are viewing our Forum Archives. To view or take place in current topics click here.
setPerk Question c++ $$$ REWARD
Posted:
setPerk Question c++ $$$ REWARDPosted:
Status: Offline
Joined: Jul 08, 201410Year Member
Posts: 5
Reputation Power: 0
Every time I die the "specialty_explosivebullets" goes away.
Is there any way that i can have it when I die?
Like in Tesseract?
Plus I would like to have UFO for all clients.
Last edited by Azza- ; edited 3 times in total
Is there any way that i can have it when I die?
Like in Tesseract?
Plus I would like to have UFO for all clients.
Last edited by Azza- ; edited 3 times in total
#2. Posted:
Status: Offline
Joined: Feb 21, 201410Year Member
Posts: 252
Reputation Power: 9
Status: Offline
Joined: Feb 21, 201410Year Member
Posts: 252
Reputation Power: 9
You could possibly make a system that will save your perks and reset them after death. You could simply use a bool to do so.
In order for something like this to work, you would need to set the bool playerDeath to true after the player dies then set it back to false when they respawn. You would also need to set the bool perk1 to true after you activate the perk. The system is simple and will be very stable if you do it correctly.
bool playerDeath[18];
bool perk1[18]; //All Client Bool - Globally define it, not in the death void.
if(playerDeath == true)
{
if(perk1 == true)
{
setPerk(blah);
}
}
In order for something like this to work, you would need to set the bool playerDeath to true after the player dies then set it back to false when they respawn. You would also need to set the bool perk1 to true after you activate the perk. The system is simple and will be very stable if you do it correctly.
- 0useful
- 0not useful
#3. Posted:
Status: Offline
Joined: Jul 08, 201410Year Member
Posts: 5
Reputation Power: 0
still need help guys :/ PLease
- 0useful
- 0not useful
#4. Posted:
Status: Offline
Joined: Sep 21, 201311Year Member
Posts: 454
Reputation Power: 26
Well I have this for player monitoring, ... From somewhere
You need the getEntity struct tho..
You need the getEntity struct tho..
bool Dead[18] = {false};
bool Dead4Spawn[18] = {false};
void onSpawnMods(int client)
{
for(;;)
{
if(getEntity(client)->clientData->sess.sessionState != SESS_STATE_PLAYING)
{
Dead4Spawn[client]=true;
SetPerk(shsud);
}
if(getEntity(client)->clientData->sess.sessionState == SESS_STATE_PLAYING
{
Dead4Spawn[client]=false;
}
Sleep(30);
}
}
- 0useful
- 0not useful
#5. Posted:
Status: Offline
Joined: Jul 08, 201410Year Member
Posts: 5
Reputation Power: 0
I keep getting errors please help
- 0useful
- 0not useful
You are viewing our Forum Archives. To view or take place in current topics click here.