Emission code, everyone times out?
#1
doEmission(); is executed somewhere on the code. level.emissionincoming = false; is put under init();

Code:
doEmission() { level endon("emission_cancel"); level endon("emission_end"); if(level.emissionincoming) return 0; level.emissionIncoming = true; level thread emissionEarthquake(); currentEmissionClock = 0; emissionTimer = spawn("script_origin", (0,0,0)); emissionTimer hide(); while(currentEmissionClock != 10) { currentEmissionClock += 1; emissionTimer playSound("ui_mp_nukebomb_timer"); if(currentEmissionClock <= 5) wait(5); else wait(1); } level.emissionIncoming = false; level.emissionInProgress = true; earthquake(0.25, 12, (0, -2500, 0), 100000); emissionTimer playSound("nuke_wave"); //setDvar("r_todoverride","2 1.3 0.8"); wait 2; foreach(player in level.players) { player thread radiationEffect(); } wait 6; level.emissionInProgress = false; wait 2; level notify("radiation_stop"); level notify("emission_end"); emissionTimer destroy(); } emissionEarthquake() { level endon("emission_cancel"); level endon("emission_end"); while(level.emissionIncoming) { wait randomint(10); duration = (randomint(9) + 1); intensity = (randomint(5)/20); emissionEnt = getEntArray("mp_global_intermission", "classname"); earthquake(intensity, duration, emissionEnt[0].origin, 100000); wait duration; } } radiationEffect() { self.poison = 0; while(1) { if(self.issafe) continue; if(!isAlive(self)) continue; if(!level.emissioninprogress) continue; self.radiation ++; if(self.radiation == 1) { self ViewKick(1, self.origin); } else if(self.radiation == 3) { self shellshock("mp_radiation_low", 4); self ViewKick(3, self.origin); self doRadiationDamage(15); } else if(self.radiation == 4) { self shellshock("mp_radiation_med", 5); self ViewKick(15, self.origin); self doRadiationDamage(25); } else if(self.radiation == 5) { self shellshock("mp_radiation_high", 5); self ViewKick(75, self.origin); self doRadiationDamage(45); } else if(self.radiation == 6) { self shellshock("mp_radiation_high", 5); self ViewKick(127, self.origin); self doRadiationDamage(175); } wait(1); } wait(5); } doRadiationdamage(iDamage) { self thread [[ level.callbackPlayerDamage ]](self,self,iDamage,0,"MOD_SUICIDE","claymore_mp",self.origin,(0,0,0) - self.origin,"none",0); }

When the large earthquake and the sound are due to start, everyone times out except for me. This is a dedicated server.

Please only post the part of this code which needs to be fixed, and not the entire code.

thanks
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#2
lol spammer??
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#3
(01-06-2012, 17:03)alvarogt95 Wrote: lol spammer??

yes you are a spammer. please don't reply unless you got something useful Smile
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#4
I dont know the reason, but you should destroy the loop you make on here(after some time): radiationEffect()
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#5
(01-07-2012, 11:56)Yamato Wrote: I dont know the reason, but you should destroy the loop you make on here(after some time): radiationEffect()

I found the problem. It was not in that function, but it was the continue;. Continue does not stop the while, it simply tells it to go to the top and that is why it was crashing.

thanks
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#6
(01-07-2012, 14:58)xplosiff Wrote:
(01-07-2012, 11:56)Yamato Wrote: I dont know the reason, but you should destroy the loop you make on here(after some time): radiationEffect()

I found the problem. It was not in that function, but it was the continue;. Continue does not stop the while, it simply tells it to go to the top and that is why it was crashing.

thanks

To stop the loop: break;

Continue works similar to a return.
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#7
Code:
function(derp) { for(i=0;i<20;i++) { doStuff1(); if(i==5) { continue; } //This will skip the rest of the loop and increase I by 1. (So when i=5 stuff2 and stuff3 don't happen, but with every other number it does doStuff2(); doStuff3(); } //Using a break; in the loop will end up here (it exits the loop) doEvenMoreStuff(); //using a return; in the loop will end up here (end of function, it exits the function) }
[Image: MaEIQ.png]
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