[SOLVED]Whats wrong with this? :(
#1
I get bad syntax every time Sad Checked it 1000 times, it is supposed to give every Block a number.. I need this because I want to make blocks disappear in random order, every 3 seconds a block disappears.

Code:
CreateGrids(corner1, corner2, angle) { W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0)); L = Distance((0, corner1[1], 0), (0, corner2[1], 0)); H = Distance((0, 0, corner1[2]), (0, 0, corner2[2])); CX = corner2[0] - corner1[0]; CY = corner2[1] - corner1[1]; CZ = corner2[2] - corner1[2]; ROWS = roundUp(W/55); COLUMNS = roundUp(L/30); HEIGHT = roundUp(H/20); XA = CX/ROWS; YA = CY/COLUMNS; ZA = CZ/HEIGHT; self.center = spawn("script_model", corner1); for(r = 0; r <= ROWS; r++) { for(c = 0; c <= COLUMNS; c++) { for(h = 0; h <= HEIGHT; h++) { if(!isDefined(level.blocks) { level.blocks.size = 0; } b = level.blocks.size; wait .01; level.blocks[b] = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)), 1); level.blocks[b] setModel( level.crateModelFriendly ); level.blocks[b].angles = (0, 0, 0); level.blocks[b] LinkTo(self.center); level.blocks[b].health = level.boxhealth; level.blocks[b] setCanDamage(true); level.blocks[b] thread destroyBlock(); wait .01; level.blocks++; wait .03; } } } self.center.angles = angle; } destroyBlock() { for(;;) { if(self.health < 0) { playfx(level.destroyblockfx, self.origin); self delete(); } wait 0.05; } } roundUp( floatVal ) { if ( int( floatVal ) != floatVal ) return int( floatVal+1 ); else return int( floatVal ); }

with this on init()
Code:
level.blocks = []; level.boxhealth = 200; level.traphealth = 300; level.crateModelFriendly = "mp_supplydrop_ally"; level.crateModelEnemy = "mp_supplydrop_axis"; level.crateModelBoobyTrapped = "mp_supplydrop_boobytrapped"; level.destroyblockfx = loadfx("explosions/fx_exp_equipment");
(08-10-2011, 12:58)Pozzuh Wrote:
Se7en Wrote:Stealed, from cod4 mod ...
look who's talking

[Release] Old School Mod v2.2
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#2
Code:
if(!isDefined(level.blocks)

you forgot a ")"

fixed one:
Code:
if(!isDefined(level.blocks))
Reply

#3
(03-15-2011, 17:41)surtek Wrote:
Code:
if(!isDefined(level.blocks)

you forgot a ")"

fixed one:
Code:
if(!isDefined(level.blocks))

Thanx, but I still get bad syntax Sad
(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

#4
Quote: level.crateModelFriendly = "mp_supplydrop_ally";
level.crateModelEnemy = "mp_supplydrop_axis";
level.crateModelBoobyTrapped = "mp_supplydrop_boobytrapped";

Already this is useless ^^
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#5
(03-15-2011, 19:29)Romuald27 Wrote:
Quote: level.crateModelFriendly = "mp_supplydrop_ally";
level.crateModelEnemy = "mp_supplydrop_axis";
level.crateModelBoobyTrapped = "mp_supplydrop_boobytrapped";

Already this is useless ^^

If i dont use it, i dont see the models ...
(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

#6
Remade and fixed, i just made the chance to get a trap 5% and if it reaches the trap limit it'll always create a normal crate

Code:
CreateGrids(corner1, corner2, angle) { W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0)); L = Distance((0, corner1[1], 0), (0, corner2[1], 0)); H = Distance((0, 0, corner1[2]), (0, 0, corner2[2])); CX = corner2[0] - corner1[0]; CY = corner2[1] - corner1[1]; CZ = corner2[2] - corner1[2]; ROWS = roundUp(W/35); COLUMNS = roundUp(L/70); HEIGHT = roundUp(H/35); XA = CX/ROWS; YA = CY/COLUMNS; ZA = CZ/HEIGHT; center = spawn("script_model", corner1, 0); for(r = 0; r <= ROWS; r++) { for(c = 0; c <= COLUMNS; c++) { for(h = 0; h <= HEIGHT; h++) { self.trap = randomInt(100); if(self.trap <=5 && level.traps < level.maxtraps) { block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)), 1); block setModel(level.crateModelBoobyTrapped); block.angles = (0, 0, 0); block SetOwner( level ); block LinkTo(center); block.health = level.traphealth; block thread destroyBoobytrap(); level.traps++; wait 0.01; } else { block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)), 1); block setModel(level.crateModelFriendly); block.angles = (0, 0, 0); block SetOwner( level ); block LinkTo(center); block.health = level.boxhealth; block thread destroyBlock(); wait 0.01; } } } } center.angles = angle; }
(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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