View Single Post
  #24  
Old 02-10-2007, 12:06 AM
Chompy Chompy is offline
¯\(º_o)/¯
Chompy's Avatar
Join Date: Sep 2006
Location: Norway
Posts: 2,815
Chompy is just really niceChompy is just really niceChompy is just really nice
Send a message via MSN to Chompy
Quote:
Originally Posted by Chandler View Post
Sure
HTML Code:
//#CLIENTSIDE
function onCreated()
{
  player.attr[3] = "bombermad_bomb.gani";
}
Would make the bombermad gani display over your graal character. Well, if you were to have that gani that is.

HTML Code:
//#CLIENTSIDE
function onPlayerChats()
{
  if (player.chat == ":setAttr")
  {
    temp.curAttr = player.chat.substring(8, 1);
    temp.curGani = player.chat.substring(9).trim();
    player.( @ "attr[" @ temp.curAttr @ "]") = (temp.curGani.ends(".gani")? temp.curGani: temp.curGani @ ".gani");
  }
}
:setAttr 3 myGani.gani
choose a gani from inside of your graal folder, which is a solid object for example.

Edit: I'll write a few documents explaining the advantages to using player attributes.
Got it to work Thanks (btw, the :setattr stuff didn't work, made it into tokenize and had obj.starts(), but didn't work, but first example did, thanks!)

hmm, just one more thing.. on my server some weapons are faster, so alot of flaot texts will come..
so must I use a new player.attr for each flaot text, or can I use an existing attr more ganises?
__________________
Reply With Quote