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Rin_Fury
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« Reply #315 on: July 01, 2011, 09:31:30 pm » |
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hey gman i found a new error. something with the ladder at ruined fort.
I don't have that error. I guess its because I got rid of my system 32
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MTK5012
2011 Haxxy Finalist
Offline
Posts: 738
I was Gangsterman
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« Reply #316 on: July 01, 2011, 11:21:21 pm » |
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hey gman i found a new error. something with the ladder at ruined fort.
what error?
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Gordon Fudgeman
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« Reply #317 on: July 02, 2011, 01:06:47 am » |
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hey gman i found a new error. something with the ladder at ruined fort.
what error? umm.... when i climbed the ladder by the red spawn tha leads to the chainsaw. i dont know what it was. it just randomly occured.
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i need a new, better signature. any ideas?
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MTK5012
2011 Haxxy Finalist
Offline
Posts: 738
I was Gangsterman
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« Reply #318 on: July 02, 2011, 02:45:45 am » |
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hey gman i found a new error. something with the ladder at ruined fort.
what error? umm.... when i climbed the ladder by the red spawn tha leads to the chainsaw. i dont know what it was. it just randomly occured. explain better plz  (what is tha leads and what occurred) and the chainsaw not a glitch
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Lemonade
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« Reply #319 on: July 02, 2011, 03:35:16 am » |
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IMO he mispelled "that leads". He meant he got the bug when he climbed the ladder that lead to the chainsaw.
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i already have a pet that follows me around 24/7 it's called  you may have seen it
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MTK5012
2011 Haxxy Finalist
Offline
Posts: 738
I was Gangsterman
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« Reply #320 on: July 02, 2011, 05:28:39 am » |
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what id like to see is gg2 styled sprites.
you can get almost all infected and survivors by asking in sprite request thread, they have been done before
can you ask for me? and do you mean this?  (fight 4 live in mod section) or you wanna infected runner/pyro or something?
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Orpheon
2011 Haxxy Award Winner
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Posts: 5831
Developer
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« Reply #321 on: July 02, 2011, 05:53:22 am » |
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Halp. Now I've got a problem. I need to make the client check whether there are the same number of zombies on the server as on the client. If there are too few, it'll create a few. If there are too many, it'll delete a few. At the bottom of my code you'll see my problem. To create a set number of zombies, all you have to do is: for (i=0; i<=(num_of_infected-instance_number(InfectedCM)); i+=1) { instance_create(0, 0, InfectedCM) }
How do I delete a set number?
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« Last Edit: July 02, 2011, 05:53:39 am by Orpheon »
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Your mind is software. Program it. Your body is a shell. Change it. Death is a disease. Cure it. Extinction is approaching. Fight it.
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MTK5012
2011 Haxxy Finalist
Offline
Posts: 738
I was Gangsterman
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« Reply #322 on: July 02, 2011, 06:43:19 am » |
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why dont you put this in to Director spawning event(in the new version it call "spawn" script): ServerSpawn(InfectedCM,x,y) //in the server spawn script: write_ubyte(5)//id of the spawn stuff.in this case infected is 5 write_ushort(x*25)//it might be write_uint as the size of the map gonna be big as hell write_ushort(y*25)
and put this into the spawning code: if global.isHost = true create stuff you could use the global.isHost in every random event so only the server execute the random event and the server dont,just receive and play and the deleting infected you might wanna do like this: for (i=0; i<=(instance_number(InfectedCM)-num_of_infected); i+=1) infected=ds_list_find_value(global.infected,i) with infected if distance_to_object(instance_nearest(x,y,Character))>640 or other.secondscan=1//destroy the farest zombie,if no farest zombie,destroy the oldest one in second scan instance_destroy() //so it's like destroy the first zombie created.if you play l4d online,you will see sometimes the zombie dissappear
it complicated i know(and i dunno if that work)
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Donotpost
Guest
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« Reply #323 on: July 02, 2011, 09:24:09 am » |
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why dont you put this in to Director spawning event(in the new version it call "spawn" script): ServerSpawn(InfectedCM,x,y) //in the server spawn script: write_ubyte(5)//id of the spawn stuff.in this case infected is 5 write_ushort(x*25)//it might be write_uint as the size of the map gonna be big as hell write_ushort(y*25)
and put this into the spawning code: if global.isHost = true create stuff you could use the global.isHost in every random event so only the server execute the random event and the server dont,just receive and play and the deleting infected you might wanna do like this: for (i=0; i<=(instance_number(InfectedCM)-num_of_infected); i+=1) infected=ds_list_find_value(global.infected,i) with infected if distance_to_object(instance_nearest(x,y,Character))>640 or other.secondscan=1//destroy the farest zombie,if no farest zombie,destroy the oldest one in second scan instance_destroy() //so it's like destroy the first zombie created.if you play l4d online,you will see sometimes the zombie dissappear
DOCTOR,ARE YOU SURE THIS WILL WORK?
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Orpheon
2011 Haxxy Award Winner
Offline
Posts: 5831
Developer
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« Reply #324 on: July 02, 2011, 10:28:59 am » |
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why dont you put this in to Director spawning event(in the new version it call "spawn" script): ServerSpawn(InfectedCM,x,y) //in the server spawn script: write_ubyte(5)//id of the spawn stuff.in this case infected is 5 write_ushort(x*25)//it might be write_uint as the size of the map gonna be big as hell write_ushort(y*25)
and put this into the spawning code: if global.isHost = true create stuff you could use the global.isHost in every random event so only the server execute the random event and the server dont,just receive and play and the deleting infected you might wanna do like this: for (i=0; i<=(instance_number(InfectedCM)-num_of_infected); i+=1) infected=ds_list_find_value(global.infected,i) with infected if distance_to_object(instance_nearest(x,y,Character))>640 or other.secondscan=1//destroy the farest zombie,if no farest zombie,destroy the oldest one in second scan instance_destroy() //so it's like destroy the first zombie created.if you play l4d online,you will see sometimes the zombie dissappear
it complicated i know(and i dunno if that work) (saying this if someone had a similar problem and didn't see our chat on the IRC) We found an other solution, without having to store every zombie in a list. global.zombie_counter = instance_number(InfectedCM)-num_of_infected with InfectedCM { if global.zombie_counter == 0 { break; } instance_destroy() global.zombie_counter += 1 } ...
DOCTOR,ARE YOU SURE THIS WILL WORK? What?
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« Last Edit: July 02, 2011, 10:30:52 am by Orpheon »
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Your mind is software. Program it. Your body is a shell. Change it. Death is a disease. Cure it. Extinction is approaching. Fight it.
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Floyd Pinkerton
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« Reply #325 on: July 02, 2011, 10:45:41 am » |
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why dont you put this in to Director spawning event(in the new version it call "spawn" script): ServerSpawn(InfectedCM,x,y) //in the server spawn script: write_ubyte(5)//id of the spawn stuff.in this case infected is 5 write_ushort(x*25)//it might be write_uint as the size of the map gonna be big as hell write_ushort(y*25)
and put this into the spawning code: if global.isHost = true create stuff you could use the global.isHost in every random event so only the server execute the random event and the server dont,just receive and play and the deleting infected you might wanna do like this: for (i=0; i<=(instance_number(InfectedCM)-num_of_infected); i+=1) infected=ds_list_find_value(global.infected,i) with infected if distance_to_object(instance_nearest(x,y,Character))>640 or other.secondscan=1//destroy the farest zombie,if no farest zombie,destroy the oldest one in second scan instance_destroy() //so it's like destroy the first zombie created.if you play l4d online,you will see sometimes the zombie dissappear
it complicated i know(and i dunno if that work) (saying this if someone had a similar problem and didn't see our chat on the IRC) We found an other solution, without having to store every zombie in a list. global.zombie_counter = instance_number(InfectedCM)-num_of_infected with InfectedCM { if global.zombie_counter == 0 { break; } instance_destroy() global.zombie_counter += 1 } ...
DOCTOR,ARE YOU SURE THIS WILL WORK? What?
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 Waiting to cut out the deadwood.
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Orpheon
2011 Haxxy Award Winner
Offline
Posts: 5831
Developer
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« Reply #326 on: July 02, 2011, 11:04:27 am » |
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why dont you put this in to Director spawning event(in the new version it call "spawn" script): ServerSpawn(InfectedCM,x,y) //in the server spawn script: write_ubyte(5)//id of the spawn stuff.in this case infected is 5 write_ushort(x*25)//it might be write_uint as the size of the map gonna be big as hell write_ushort(y*25)
and put this into the spawning code: if global.isHost = true create stuff you could use the global.isHost in every random event so only the server execute the random event and the server dont,just receive and play and the deleting infected you might wanna do like this: for (i=0; i<=(instance_number(InfectedCM)-num_of_infected); i+=1) infected=ds_list_find_value(global.infected,i) with infected if distance_to_object(instance_nearest(x,y,Character))>640 or other.secondscan=1//destroy the farest zombie,if no farest zombie,destroy the oldest one in second scan instance_destroy() //so it's like destroy the first zombie created.if you play l4d online,you will see sometimes the zombie dissappear
it complicated i know(and i dunno if that work) (saying this if someone had a similar problem and didn't see our chat on the IRC) We found an other solution, without having to store every zombie in a list. global.zombie_counter = instance_number(InfectedCM)-num_of_infected with InfectedCM { if global.zombie_counter == 0 { break; } instance_destroy() global.zombie_counter += 1 } ...
DOCTOR,ARE YOU SURE THIS WILL WORK? What? Meet the MedicOh. I missed the reference.
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Your mind is software. Program it. Your body is a shell. Change it. Death is a disease. Cure it. Extinction is approaching. Fight it.
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Donotpost
Guest
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« Reply #327 on: July 02, 2011, 11:44:57 am » |
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why dont you put this in to Director spawning event(in the new version it call "spawn" script): ServerSpawn(InfectedCM,x,y) //in the server spawn script: write_ubyte(5)//id of the spawn stuff.in this case infected is 5 write_ushort(x*25)//it might be write_uint as the size of the map gonna be big as hell write_ushort(y*25)
and put this into the spawning code: if global.isHost = true create stuff you could use the global.isHost in every random event so only the server execute the random event and the server dont,just receive and play and the deleting infected you might wanna do like this: for (i=0; i<=(instance_number(InfectedCM)-num_of_infected); i+=1) infected=ds_list_find_value(global.infected,i) with infected if distance_to_object(instance_nearest(x,y,Character))>640 or other.secondscan=1//destroy the farest zombie,if no farest zombie,destroy the oldest one in second scan instance_destroy() //so it's like destroy the first zombie created.if you play l4d online,you will see sometimes the zombie dissappear
it complicated i know(and i dunno if that work) (saying this if someone had a similar problem and didn't see our chat on the IRC) We found an other solution, without having to store every zombie in a list. global.zombie_counter = instance_number(InfectedCM)-num_of_infected with InfectedCM { if global.zombie_counter == 0 { break; } instance_destroy() global.zombie_counter += 1 } ...
DOCTOR,ARE YOU SURE THIS WILL WORK? What? Meet the MedicOh. I missed the reference. Anyway,will that work?
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MrCreeper
Newbie
Offline
Posts: 18
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« Reply #328 on: July 02, 2011, 12:56:09 pm » |
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Hey can i help with the project? I think it could be awsome.... More people less time
---------------------------------------------------------------------------------------------------------------------- Trollers Gonna Troll Haters Gonna Hate Likers Gonna Like Dislikers Gonna Dislike
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Trollers gonna troll Haters gonna hate Likers gonna like Dislikers gonna dislike Players gonna play Posers gonna pose Never trust never
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Lemonade
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« Reply #329 on: July 02, 2011, 01:14:45 pm » |
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Hey can i help with the project? I think it could be awsome.... More people less time
I think the creator needs sprites for the characters and zombies. Also, you can put the text you added in your signature instead of pasting it every time you post. Check your profile's signature and add it there.
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i already have a pet that follows me around 24/7 it's called  you may have seen it
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