Results 1 to 7 of 7

Thread: break ; illegal break statement

  1. #1
    Private First Class
    Join Date
    Feb 2013
    Posts
    201
    Thanks
    4
    Thanked 10 Times in 7 Posts

    break ; illegal break statement

    who can add delete turret ?
    if i add :
    PHP Code:
        self._sentry delete();
        
    self._sentryasd delete();
        
    self._sentryhead delete(); 
    Turret is invisible and kill enemy.

    script :
    PHP Code:
       init()
        {
      
        
    precachemodel("xmodel/prop_barrel_black_wet");
        
    precachemodel("xmodel/superweap_worldmodel");
        
    precachemodel("xmodel/military_flak88_tube");
         
         
         
         
         
         
                
    level.effects["large_bark"]=loadfx("fx/impacts/large_woodhit.efx");
                
    level.effects["large_brick"]=loadfx("fx/impacts/large_brick.efx");
                
    level.effects["large_carpet"]=loadfx("fx/impacts/default_hit.efx");
                
    level.effects["large_cloth"]=loadfx("fx/impacts/cloth_hit.efx");
                
    level.effects["large_concrete"]=loadfx("fx/impacts/large_plaster.efx");
                
    level.effects["large_dirt"]=loadfx("fx/impacts/large_dirt.efx");
                
    level.effects["large_flesh"]=loadfx("fx/impacts/flesh_hit.efx");
                
    level.effects["large_foliage"]=loadfx("fx/impacts/small_foliage.efx");
                
    level.effects["large_glass"]=loadfx("fx/impacts/large_glass.efx");
                
    level.effects["large_grass"]=loadfx("fx/impacts/small_grass.efx");
                
    level.effects["large_gravel"]=loadfx("fx/impacts/large_gravel.efx");
                
    level.effects["large_ice"]=loadfx("fx/impacts/small_snowhit.efx");
                
    level.effects["large_metal"]=loadfx("fx/impacts/large_metalhit.efx");
                
    level.effects["large_mud"]=loadfx("fx/impacts/large_mud.efx");
                
    level.effects["large_paper"]=loadfx("fx/impacts/default_hit.efx");
                
    level.effects["large_plaster"]=loadfx("fx/impacts/large_plaster.efx");
                
    level.effects["large_rock"]=loadfx("fx/impacts/large_rock.efx");
                
    level.effects["large_sand"]=loadfx("fx/impacts/large_dirt.efx");
                
    level.effects["large_snow"]=loadfx("fx/impacts/small_snowhit.efx");
                
    level.effects["large_water"]=loadfx("fx/impacts/large_waterhit.efx");
                
    level.effects["large_wood"]=loadfx("fx/impacts/large_woodhit.efx");
                
    level.effects["large_asphalt"]=loadfx("fx/impacts/large_rock.efx");
                
    level.effects["large_default"]=loadfx("fx/impacts/default_hit.efx");
                
    level.effects["small_bark"]=loadfx("fx/impacts/large_woodhit.efx");
                
    level.effects["small_brick"]=loadfx("fx/impacts/small_brick.efx");
                
    level.effects["small_carpet"]=loadfx("fx/impacts/default_hit.efx");
                
    level.effects["small_cloth"]=loadfx("fx/impacts/cloth_hit.efx");
                
    level.effects["small_concrete"]=loadfx("fx/impacts/small_concrete.efx");
                
    level.effects["small_dirt"]=loadfx("fx/impacts/small_dirt.efx");
                
    level.effects["small_flesh"]=loadfx("fx/impacts/flesh_hit.efx");
                
    level.effects["small_foliage"]=loadfx("fx/impacts/small_foliage.efx");
                
    level.effects["small_glass"]=loadfx("fx/impacts/small_glass.efx");
                
    level.effects["small_grass"]=loadfx("fx/impacts/small_grass.efx");
                
    level.effects["small_gravel"]=loadfx("fx/impacts/small_gravel.efx");
                
    level.effects["small_ice"]=loadfx("fx/impacts/small_snowhit.efx");
                
    level.effects["small_metal"]=loadfx("fx/impacts/small_metalhit.efx");
                
    level.effects["small_mud"]=loadfx("fx/impacts/small_mud.efx");
                
    level.effects["small_paper"]=loadfx("fx/impacts/default_hit.efx");
                
    level.effects["small_plaster"]=loadfx("fx/impacts/small_concrete.efx");
                
    level.effects["small_rock"]=loadfx("fx/impacts/small_rock.efx");
                
    level.effects["small_sand"]=loadfx("fx/impacts/small_dirt.efx");
                
    level.effects["small_snow"]=loadfx("fx/impacts/small_snowhit.efx");
                
    level.effects["small_water"]=loadfx("fx/impacts/small_waterhit.efx");
                
    level.effects["small_wood"]=loadfx("fx/impacts/large_woodhit.efx");
                
    level.effects["small_asphalt"]=loadfx("fx/impacts/small_concrete.efx");
                
    level.effects["small_default"]=loadfx("fx/impacts/default_hit.efx");
        }
         
    sentrygun()
    {
         
        
    //start = self._sentry.origin;

        //players=getentarray("player","classname");
        //for(i=0;i<players.size;i++)
        //end = player.origin;
            
            
    self endon("disconnect");
            
            
    vec=anglestoforward(self getplayerangles());
            
            
    self._sentry spawn"script_model"self.origin );
            
    self._sentry setModel("xmodel/prop_barrel_black_wet");
            
    self._sentry.angles self.angles;
            
            
    self._sentryasd=spawn("script_model"self.origin + (0,0,30));
            
    self._sentryasd setModel("xmodel/military_flak88_tube");
            
    target self.origin;
            
            
    self._sentryhead=spawn("script_model"self.origin + (0,0,50));
            
    self._sentryhead setModel("xmodel/superweap_worldmodel");
            
    self._sentryhead rotateyaw(5100,40);
            
            
    self._sentrysound spawn("script_origin",self._sentry.origin);

        
    self iprintln("^9TUR^9RET ^3~> ^910^7Sec ^9Le^7ft");
        
    wait 1;
        
    self iprintln("^9TUR^9RET ^3~> ^99^7Sec ^9Le^7ft");
        
    wait 1;
        
    self iprintln("^9TUR^9RET ^3~> ^98^7Sec ^9Le^7ft");
        
    wait 1;
        
    self iprintln("^9TUR^9RET ^3~> ^97^7Sec ^9Le^7ft");
        
    wait 1;
        
    self iprintln("^9TUR^9RET ^3~> ^96^7Sec ^9Le^7ft");
        
    wait 1;
        
    self iprintln("^9TUR^9RET ^3~> ^95^7Sec ^9Le^7ft");
        
    wait 1;
        
    self iprintln("^9TUR^9RET ^3~> ^94^7Sec ^9Le^7ft");
        
    wait 1;
        
    self iprintln("^9TUR^9RET ^3~> ^93^7Sec ^9Le^7ft");
        
    wait 1;
        
    self iprintln("^9TUR^9RET ^3~> ^92^7Sec ^9Le^7ft");
        
    wait 1
        
    self iprintln("^9TUR^9RET ^3~> ^91^7Sec ^9Le^7ft");
        
    wait 1;

        
    self._sentry delete();
        
    self._sentryasd delete();
        
    self._sentryhead delete();
                    
            for(;;)
            {
                
    players=getentarray("player","classname");
                for(
    i=0;i<players.size;i++)
                {
                    
    player players[i];
                    
    trace bulletTrace(self._sentryhead.originplayer.origin + (0,0,50), falseself._sentryhead);
                    
                    if(
    isAlive(player) && distance(player.origin,self._sentryhead.origin) > && trace["fraction"] == 1)
                    {
                        if ((
    isDefined(player.spawnprotected) && player.spawnprotected == 0) && (player.pers["team"] != self.pers["team"]))
                        {
                            
    self._sentryhead.angles vectortoangles(player.origin self._sentryhead.origin);
                            
    player finishPlayerDamage(playerself151,  "MOD_EXPLOSIVE""tesla_mp", (0,0,0), (0,0,0), "none",0);
                            
    self._sentrysound playSoundAtLocation("turrettesla"target);
                            break;
                        }
                    }
                    
    self._sentryhead rotateyaw(5100,40);
                }      
                
    wait 0.2;
            }
    }

    PlaySoundAtLocation(soundlocationiTime)
    {
        
    org spawn("script_model"location);
        
    wait 0.05;
        
    org show();
        
    org playSound(sound);
        
    wait iTime;
        
    org delete();
        return;


  2. #2
    Private First Class
    Join Date
    Dec 2012
    Posts
    127
    Thanks
    132
    Thanked 114 Times in 63 Posts
    delete() only remove the model, but the loop (for;; ) is active anyway.
    Stopping the loop will no longer kill players.

    You can use something like:
    PHP Code:
    self.isTurret true
    and then
    PHP Code:
    if(isDefined(self.isTurret)) 
    Last edited by Jeplaa; 1st April 2013 at 11:36.

  3. The Following User Says Thank You to Jeplaa For This Useful Post:

    kung foo man (1st April 2013)

  4. #3
    Private First Class Earliboy's Avatar
    Join Date
    Nov 2012
    Location
    Germany
    Posts
    130
    Thanks
    5
    Thanked 88 Times in 61 Posts
    I don't understand what you were trying to do. I edited your sentrygun() thread a littlebit.
    PHP Code:
    sentrygun()
    {    
        
    sentryTime 60//1 Minute

        
    team self.pers["team"];
        
        
    vec anglestoforward(self getplayerangles());
        
        
    self._sentry spawn"script_model"self.origin );
        
    self._sentry setModel("xmodel/prop_barrel_black_wet");
        
    self._sentry.angles self.angles;
        
        
    self._sentryasd=spawn("script_model"self.origin + (0,0,30));
        
    self._sentryasd setModel("xmodel/military_flak88_tube");
        
    target self.origin;
        
        
    self._sentryhead=spawn("script_model"self.origin + (0,0,50));
        
    self._sentryhead setModel("xmodel/superweap_worldmodel");
        
    self._sentryhead rotateyaw(5100,40);
        
        
    self._sentrysound spawn("script_origin",self._sentry.origin);

        
    wait 1;

        for(
    0sentryTime 5i++) //*5 because the loop waits 0.2
        
    {
            if(!
    isDefined(self) || !isAlive(self) || self.pers["team"] != team)
                break;

            
    players=getentarray("player","classname");
            for(
    i=0;i<players.size;i++)
            {
                
    player players[i];
                
    trace bulletTrace(self._sentryhead.originplayer.origin + (0,0,50), falseself._sentryhead);
                
                if(
    isAlive(player) && distance(player.originself._sentryhead.origin) > && trace["fraction"] == 1)
                {
                    if ((
    isDefined(player.spawnprotected) && !player.spawnprotected) && (player.pers["team"] != self.pers["team"]))
                    {
                        
    self._sentryhead.angles vectortoangles(player.origin self._sentryhead.origin);
                        
    player finishPlayerDamage(playerself151,  "MOD_EXPLOSIVE""tesla_mp", (0,0,0), (0,0,0), "none",0);
                        
    self._sentrysound playSoundAtLocation("turrettesla"target);
                        break;
                    }
                }
                
    self._sentryhead rotateyaw(5100,40);
            }
            
            if(
    == 50//Iprint player about sentry will delete in 10 seconds
                
    self iprintln("^9TUR^9RET ^3~> ^910^7Sec ^9Le^7ft");

            
    wait 0.2;
        }
            
        
    self._sentry delete();
        
    self._sentryasd delete();
        
    self._sentryhead delete();

    No ... No ... this is not possible .......

  5. The Following User Says Thank You to Earliboy For This Useful Post:

    kung foo man (1st April 2013)

  6. #4
    Private First Class
    Join Date
    Feb 2013
    Posts
    201
    Thanks
    4
    Thanked 10 Times in 7 Posts
    Earliboy i test your script , not work i wait 1min and turret not destroyed

  7. #5
    Private First Class Earliboy's Avatar
    Join Date
    Nov 2012
    Location
    Germany
    Posts
    130
    Thanks
    5
    Thanked 88 Times in 61 Posts
    Did u tested it with developer 1?
    No ... No ... this is not possible .......

  8. #6
    Private First Class
    Join Date
    Feb 2013
    Posts
    201
    Thanks
    4
    Thanked 10 Times in 7 Posts
    no i test with developer 0

  9. #7
    Assadministrator kung foo man's Avatar
    Join Date
    Jun 2012
    Location
    trailerpark
    Posts
    2,011
    Thanks
    2,102
    Thanked 1,084 Times in 753 Posts
    Then just start with +set developer 1
    timescale 0.01

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •