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Thread: MODDING : How to make virtual money.

  1. #11
    Assadministrator kung foo man's Avatar
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    I dont see any error there, but can you try to comment lines out and see, if it still triggers the error?
    timescale 0.01

  2. #12
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    Only 8 years late to the thread... I'm working on a similar mod but for S&D gametype. The problem is that player.money is set to 0 each round because PlayerConnect is being called after each spawn. No clue on that...
    I've solved it by saving the money into server cvars, but doesn't seem like an elegant solution.

    Anyone has a better idea?

  3. #13
    Assadministrator IzNoGoD's Avatar
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    Quote Originally Posted by igstyga View Post
    Only 8 years late to the thread... I'm working on a similar mod but for S&D gametype. The problem is that player.money is set to 0 each round because PlayerConnect is being called after each spawn. No clue on that...
    I've solved it by saving the money into server cvars, but doesn't seem like an elegant solution.

    Anyone has a better idea?
    Store it in player.pers["something"] variable, load it back on playerconnect if it's defined. player.pers array gets stored over multiple rounds.
    "Does not work" is an error report for a bug between keyboard and chair.

    All hail Artie Effem

    Sending me a private message makes me want to help you LESS.

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  5. #14
    Sergeant maxdamage99's Avatar
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    Quote Originally Posted by igstyga View Post
    Only 8 years late to the thread... I'm working on a similar mod but for S&D gametype. The problem is that player.money is set to 0 each round because PlayerConnect is being called after each spawn. No clue on that...
    I've solved it by saving the money into server cvars, but doesn't seem like an elegant solution.

    Anyone has a better idea?
    You can try storing money in global variables, I don’t know how good this idea is
    PHP Code:
    getID()
    {
        return 
    self getEntityNumber();
    }

    onPlayerConnect()
    {
        
    id self getID();
        
    level.money[id] = 0;
    }

    onPlayerDisconnect()
    {
        
    id self getID();
        
    level.money[id] = undefined;
    }

    Killed(/*...*/)
    {
        if (
    mod == "headshot")
            
    money 100;
        else if (
    mod == "melee")
            
    money 200;
        else 
            
    money 50;
        
        
    id self getID();
        
    level.money[id] += money;

    Last edited by maxdamage99; 18th June 2020 at 06:50.
    PHP Code:
    class CoronaVirus 
    {
       
    CoronaVirus(int m 1): multi(m) { Peoples.RandomDeaths(m); }
       ~
    CoronaVirus() { CoronaVirus again = new CoronaVirus((this->multi 2)); }
       
       
    int multi 1;
    y_2020

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  7. #15
    Assadministrator IzNoGoD's Avatar
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    Quote Originally Posted by maxdamage99 View Post
    You can try storing money in global variables, I don’t know how good this idea is
    PHP Code:
    getID()
    {
        return 
    self getEntityNumber();
    }

    onPlayerConnect()
    {
        
    id self getID();
        
    level.money[id] = 0;

    Bad idea. The level var is also cleaned (except for level.game array) on round restart. Furthermore, since players go through the "playerconnecting" callback when the round restarts, their money gets reset using this technique.

    Just store in player.pers["money"] or something similar. Look at the stock sd gametype for .pers["kills"] for example.
    "Does not work" is an error report for a bug between keyboard and chair.

    All hail Artie Effem

    Sending me a private message makes me want to help you LESS.

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    kung foo man (18th June 2020)

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