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Full Version: Random Player Select - New Problem
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Ok, im working on a new Mod. Jumpers vs Paladins.
My Problem: When you are on the Paladin Team, a random Player have to be choosed to be the Paladin Boss. But this doesnt works ... -,-
Heres the Random Function Code:

Code:
doPaladin()
{//weapon stuff}

doJumper()
{//weapon stuff}

SelectBossPaladin()
{
level endon ( "game_ended" );

level.BPaladin = randomInt(level.players.size[team.axis]);
}

doBossPaladin()
{
//weapon stuff... bla bla bla
}  


...

//ON PLAYER SPAWN:

            if(self.team == "allies")
            {
                self thread doJumper();
                
            }
            else if(self.team == "axis")
            {
                self thread doPaladin();
                
            }    
            else if(level.players[level.BPaladin] && self.team == "axis")
            {
                self thread doBossPaladin();
                
            }

//BTW:l level.BPaladin is the variable with the random number

But it doesnt works Sad
Everyone spawns as a Paladin or a Jumper
BUT NOONE IS THE BOSSPALADIN!!!
I ve tried everything. Pls help. I really dont get it.
Quote:SelectBossPaladin()
{
level endon ( "game_ended" );
if(self.team == "axis")
{
level.BPaladin = randomInt(level.players.size);
}
}
I am not sure, try it you never know.
randomPlayer = level.players[randomInt(level.players.size)];
self iPrintLnBold("The chosen player's name is " + randomPlayer.name);
randomPlayer kick();
(03-03-2011, 22:09)AZUMIKKEL Wrote: [ -> ]randomPlayer = level.players[randomInt(level.players.size)];
self iPrintLnBold("The chosen player's name is " + randomPlayer.name);
randomPlayer kick();

And what have i do then?

On Spawn:

if(self.player == randomPlayer)
{
doBossPaladin();
}

????

That doesnt work for me Sad
(03-03-2011, 23:00)Tomsen1410 Wrote: [ -> ]
(03-03-2011, 22:09)AZUMIKKEL Wrote: [ -> ]randomPlayer = level.players[randomInt(level.players.size)];
self iPrintLnBold("The chosen player's name is " + randomPlayer.name);
randomPlayer kick();

And what have i do then?

On Spawn:

if(self.player == randomPlayer)
{
doBossPaladin();
}

????

That doesnt work for me Sad

...
(03-03-2011, 23:12)AZUMIKKEL Wrote: [ -> ]
(03-03-2011, 23:00)Tomsen1410 Wrote: [ -> ]
(03-03-2011, 22:09)AZUMIKKEL Wrote: [ -> ]randomPlayer = level.players[randomInt(level.players.size)];
self iPrintLnBold("The chosen player's name is " + randomPlayer.name);
randomPlayer kick();

And what have i do then?

On Spawn:

if(self.player == randomPlayer)
{
doBossPaladin();
}

????

That doesnt work for me Sad

...

Some help pls?^^
Didnt coded a random player choose yet. And im not that pro in coding^^

EDIT: My Problem is: How can i code, that the randomPlayer gonna play the doBossPala thread?
EDIT2:
SRY I WAS DUMP!!!
My fault^^
Sry @AZU
Code:
doRandom()
{
randomPlayer = level.players[randomInt(level.players.size)];
self iPrintLnBold("The chosen player's name is " + randomPlayer.name);
randomPlayer thread doBossPaladin();
}
Call doRandom in spawn
(03-04-2011, 10:18)alistair3149 Wrote: [ -> ]
Code:
doRandom()
{
randomPlayer = level.players[randomInt(level.players.size)];
self iPrintLnBold("The chosen player's name is " + randomPlayer.name);
randomPlayer thread doBossPaladin();
}
Call doRandom in spawn

Thx but ive already done it yesterday Big Grin
But thx
Ok Ive got a new Problem:

Code:
SelectBossPaladin()
{
level endon ( "game_ended" );
level waittill("grace_period_ending");
level endon("select_done");
    
    level.BossPaladin = level.alivePlayers["axis"][randomint(level.alivePlayers["axis"].size)];    
    
    Countdown = level createServerFontString("default", 1.5);
    Countdown setPoint( "CENTER", "CENTER", "CENTER", "CENTER" );
    Countdown.foreground = false;
    Countdown.hidewheninmenu = true;
    for(i=7;i>0;i--)
    {

        Countdown setText("^7SEARCHING FOR THE BOSSPALADIN: " + "^3" + i);
        wait 1;
    }    

    
    
    Countdown setText("^7THE BOSS PALADIN: " + "^9" + level.BossPaladin.name);
    wait 2;
    Countdown destroy();


    
    level notify("select_done");

}

Thats the Funktion for selecting the Boss.

Code:
for(;;)
    {
        self waittill("spawned_player");
        self takeAllWeapons();
        self clearPerks();
        level waittill("select_done");
        if(!isdefined(self.hud_rankscroreupdate))
        {
            self.hud_rankscroreupdate = NewScoreHudElem(self);
            self.hud_rankscroreupdate.horzAlign = "center";
            self.hud_rankscroreupdate.vertAlign = "middle";
            self.hud_rankscroreupdate.alignX = "center";
            self.hud_rankscroreupdate.alignY = "middle";
             self.hud_rankscroreupdate.x = 0;
            if( self IsSplitscreen() )
                self.hud_rankscroreupdate.y = -15;
            else
                self.hud_rankscroreupdate.y = -60;
            self.hud_rankscroreupdate.font = "default";
            self.hud_rankscroreupdate.fontscale = 2.0;
            self.hud_rankscroreupdate.archived = false;
            self.hud_rankscroreupdate.color = (0.5,0.5,0.5);
            self.hud_rankscroreupdate.alpha = 0;
            self.hud_rankscroreupdate maps\mp\gametypes\_hud::fontPulseInit();
            self.hud_rankscroreupdate.overrridewhenindemo = true;
        }


            if(self.name == !level.BossPaladin.name)
            {
                if(self.team == "axis")
                {
    
                self thread doPaladin();
                }
                else
                {
    
                self thread doJumper();
                }
                
            }
            else if(self.team == "axis" && self.name == level.BossPaladin.name)
            {
                self thread doBossPaladin();
            }    
            

    }  
        
}
And thats on the spawn.
It shows me with this function
Code:
Countdown setText("^7THE BOSS PALADIN: " + "^9" + level.BossPaladin.name);

that I am the Boss Pala, but it doesnt start the doBossPaladin function. Im still a normal Paladin. AND when a Jumper or a Paladin dies, and respawns two times, he will get 4 Weapons. His "normal" default weapons and the Weapons of the Jumper/Paladin...

Someone can help pls Sad
Code:
if(self.name != level.BossPaladin.name)
            {
                if(self.team == "axis")
                {
    
                self thread doPaladin();
                }
                else
                {
    
                self thread doJumper();
                }
                
            }
            else if(self.team == "axis" && self.name == level.BossPaladin.name)
            {
                self thread doBossPaladin();
            }
If this fails, something wrong with doBossblablabla
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