self.previousPosition = self.origin;
self.campTik = 0;
while (1)
{
if (isAlive(self) && (!isDefined(self.flagAttached) || !self.flagAttached) && self.pers["team"] == "allies"...
self.previousPosition = self.origin;
self.campTik = 0;
while (1)
{
if (isAlive(self) && (!isDefined(self.flagAttached) || !self.flagAttached) && self.pers["team"] == "allies"...
my code is resistant to this if you have properly organized code (default, standard from .iwd) and use "thread"
try set self.flagAttached = false by default
p.s: and try fix some by self, if...
Instead of while (1) you can check while (isDefined(self)) or use endon at top of method
self.flagAttacher
this flag saw player has flag or no, add it in checkLoop()
/* ... */
while (1)
{
if (isAlive(self) && !self.flagAttached && (team == "allies" || team...
add in checkLoop()
/* ... */
//ALL "CAMP_SECS_*" vars must be multiples of "waitTime" (4 / 0.1 & 6 / 0.1 == true => good)
CAMP_RADIUS = level.campradius;
CAMP_SECS_WARN =...
:D
self thread scriptfolder/_camper::checkLoop();
Should be args, not arg.
shoudl be getentitynumber()
Note the () behind it.
use /developer 1 before launching the mod. Then you can see the error
try
teleport()
{
level endon("boot");
level endon("round_ended");
setcvar("teleport", "");
while(1)
Script is really very boring, but besides, there are a lot of nuances to consider.
Try something like this
/* start this (self ...();) when play connected on server */
onPlayerConnect()
{...
This forum tends to perform poorly when asked for full scripts for free.
However, if you try yourself we're pretty good at helping when you hit roadblocks.
As a sidenote: this script would be...
libcod:
//server start:
{
setCvar("scr_gchat", "1"); //chat enabled default
}
codecallback_playercommand(args)
{