hello all, i have a few qs
1. Can pawns have mulitple targets?
2.i want to check the distance with mulitple pawns WITH OUT going to a new order or needing entity names
distance checking
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
distance checking
Herp derp.
Call your Pawns ENEMY0, ENEMY1, ENEMY2, ENEMY3... and so on.
then in your order:
eventually you can declare an array as variable to store those datas:
I made seven members for this array, create how many you need. Then...
...so PAWN_DISTANCE[5] will store DistanceTo("ENEMY5");
Be careful: if NUMBER_OF_ENEMIES is bigger than your array, you will get an error.
then in your order:
Code: Select all
for i=0 to NUMBER_OF_ENEMIES
{
if(DistanceTo("ENEMY" # Integer(i)) < DISTANCE_THAT_WAKE_ME_UP )
{
// do things ...
}
}
Code: Select all
PAWN_DISTANCE
{
PAWN_DISTANCE0 [0]
PAWN_DISTANCE1 [0]
PAWN_DISTANCE2 [0]
PAWN_DISTANCE3 [0]
PAWN_DISTANCE4 [0]
PAWN_DISTANCE5 [0]
PAWN_DISTANCE6 [0]
}
Code: Select all
for i=0 to NUMBER_OF_ENEMIES
{
PAWN_DISTANCE[i] = DistanceTo("ENEMY" # Integer(i));
}
Be careful: if NUMBER_OF_ENEMIES is bigger than your array, you will get an error.
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
hm its not working. maybe becuz some of the other allies are out of zone...
script
script
Code: Select all
{
timer [0]
ustime [0]
ttime [0]
playerdis [0]
terrorist [4]
us [3]
killt [false]
killus [false]
usdis
{
usdis0 [0]
usdis1 [0]
usdis2 [0]
}
tdis
{
tdis0 [0]
tdis1 [0]
tdis2 [0]
tdis3 [0]
}
caprange [2000]
Spawn[ ()
{
Console(true);
LowLevel("Setup");
} ]
Setup[ ()
{
self.think = "check";
} ]
check[ ()
{
for i=0 to terrorist
{
tdis[i] = GetDistanceTo("ENEMY" # Integer(i));
if(GetDistanceTo("ENEMY" # Integer(i)) < caprange)
{
ttime = ttime + 0.01;
ModifyAttribute("terr",ttime,"Player");
killt = false;
}
else
{
if(killt = false)
{
SetAttribute("terr", 0, "Player" );
killt = true;
}
}
}
for i=0 to us
{
debug(usdis[i]);
usdis[i] = GetDistanceTo("ALLY" # Integer(i));
if(GetDistanceTo("ALLY" # Integer(i)) < caprange)
{
ustime = ustime + 0.01;
ModifyAttribute("usmc",ustime,"Player");
killus = false;
}
else
{
if(killus = false)
{
SetAttribute("usmc", 0, "Player" );
killus = true;
}
}
}
if(self.player_range < caprange)
{
ustime = ustime + 0.01;
ShowText(1, self.EntityName, "", "The Zone", 12, "", 0, 2, "center", 200);
ModifyAttribute("usmc",ustime,"Player");
killus = false;
}
else
{
if(killus = false)
{
SetAttribute("usmc", 0, "Player" );
killus = true;
}
}
} ]
}
Herp derp.