Help door code problem
#1
Whenever i try and use this code i always get bad syntax or unknown function plz help
Code:
CreateDoors(open, close, xangle, yangle, zangle, size, height, hp, range) { offset = (((size / 2) - 0.5) * -1); center = spawn("script_model", open, 1); center SetOwner( level ); for(j = 0; j < size; j++){ door = spawn("script_model", open + ((35, 0, 0) * offset), 1); door setModel(level.crateModelEnemy); door SetOwner( level ); door LinkTo(center); for(h = 1; h < height; h++){ door = spawn("script_model", open + ((35, 0, 0) * offset) - ((0, 95, 0) * h), 1); door setModel(level.crateModelEnemy); door SetOwner( level ); door LinkTo(center); } offset += 1; } if(!isDefined(yangle)){ Temp = VectorToAngles(open - close); yangle = Temp[1]-90; } center.angles = (xangle, yangle, 0-zangle); center.state = "open"; center.maxhp = hp; center.hp = hp; center.range = range; center thread DoorThinkUse(open, close); //center thread DoorThinkRepair(); center thread DoorUse(); center thread ResetDoors(open, hp); wait 0.01; } DoorThinkUse(open, close) { while(1) { if(self.hp > 0){ self waittill ( "triggeruse" , player ); if(player.team == "allies"){ if(self.state == "open"){ self MoveTo(close, level.doorwait); wait level.doorwait; self.state = "close"; continue; } if(self.state == "close"){ self MoveTo(open, level.doorwait); wait level.doorwait; self.state = "open"; continue; } } if(player.team == "axis"){ if(self.state == "close"){ if(player.attackeddoor == 0){ hitChance = 0; switch(player GetStance()) { case "prone": hitChance = 15; break; case "crouch": hitChance = 45; break; case "stand": hitChance = 90; break; default: break; } if(randomInt(100) < hitChance){ self.hp--; player iPrintlnBold("HIT - " + self.hp + "/" + self.maxhp); if(self.hp <= int(self.maxhp/5)){ self playSound("uin_alert_lockon_start"); } } else { player iPrintlnBold("^1MISS - " + self.hp + "/" + self.maxhp); } player.attackeddoor = 1; player thread DoorAttackWait(); continue; } } } } else { if(self.state == "close"){ self MoveTo(open, level.doorwait); } self.state = "broken"; wait .5; } } } DoorThinkRepair() { while(1) { self waittill ( "triggerrepair" , player ); if(self.hp < self.maxhp){ if(self.hp > 0){ player thread RepairDoor(self); } else { if(useHoldThink(player, "Fixing Door...", 20000)){ self.hp = self.maxhp; self.state = "open"; player.bounty += 200; } } } } } RepairDoor(door) { self notify("RepairingDoor"); self endon("RepairingDoor"); self endon("disconnect"); self endon("death"); if(useHoldThink(self, "Repairing Door...", 5000)){ if(door.state != "broken"){ door.hp += 1; self.hprepaired += 1; self iPrintlnBold("Repaired - " + door.hp + "/" + door.maxhp); if(self.hprepaired >= 5){ self.bounty += 50; self.hprepaired = 0; } } } } DoorUse() { while(1) { for(i = 0; i < level.players.size; i++) { if(DistanceSquared(self.origin, level.players[i].origin) <= Power(self.range, 2)){ if(level.players[i].team == "allies"){ if(level.players[i] getCurrentWeapon() == "onemanarmy_mp"){ if(self.state == "broken"){ level.players[i].hint = "^1Door is Broken. ^7Press and Hold ^3[{+activate}] ^7to ^2Fix ^7the door"; } else { if(self.hp < self.maxhp){ level.players[i].hint = "Press and Hold ^3[{+activate}] ^7to ^2Repair ^7the door"; } } } else { if(self.state == "open"){ level.players[i].hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door"; } if(self.state == "close"){ level.players[i].hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door"; } if(self.state == "broken"){ level.players[i].hint = "^1Door is Broken"; } } } if(level.players[i].team == "axis"){ if(self.state == "close"){ level.players[i].hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door"; } if(self.state == "broken"){ level.players[i].hint = "^1Door is Broken"; } } if(level.players[i] getCurrentWeapon() == "onemanarmy_mp"){ if(level.players[i] UseButtonPressed()){ self notify( "triggerrepair" , level.players[i]); } } else { if(level.players[i] UseButtonPressed()){ self notify( "triggeruse" , level.players[i]); } } } } wait .045; } } DoorAttackWait() { self notify("attackwait"); self endon("attackwait"); self endon("disconnect"); self endon("death"); wait 1; self.attackeddoor = 0; } ResetDoors(open, hp) { while(1) { level waittill("RESETDOORS"); self.hp = hp; self MoveTo(open, level.doorwait); self.state = "open"; } }
Reply

#2
type in console:
/logfile 1

then load a map and see which function is unknown
(08-10-2011, 12:58)Pozzuh Wrote:
Se7en Wrote:Stealed, from cod4 mod ...
look who's talking

[Release] Old School Mod v2.2
[Release] Scroll menu

Reply

#3
it came up as unknown function
if(DistanceSquared(self.origin,
level.players[i].origin) <= Power(self.range, 2)){
Reply

#4
(10-30-2011, 20:56)Gamemaster20 Wrote: it came up as unknown function
if(DistanceSquared(self.origin,
level.players[i].origin) <= Power(self.range, 2)){

You are missing the "power()" function..

try to search the forum for: Power(
you should find it then

edit: here it is
Code:
Power( number, power ) { returnnumber = 1; for(i = 0; i < power; i++){ returnnumber *= number; } return returnnumber; }
(08-10-2011, 12:58)Pozzuh Wrote:
Se7en Wrote:Stealed, from cod4 mod ...
look who's talking

[Release] Old School Mod v2.2
[Release] Scroll menu

Reply



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