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  #1  
Old 08-27-2009, 11:29 PM
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Onwater and Keypressed problems

PHP Code:
function onKeyPressed() {
  if (
onwater(player.x,player.y)){
    if (
keydown(5)) {
      
setlevel2("testtourny.nw"22);
    }
  }

Ok, what am i missing? Pretty sure its a gs2 thing.
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  #2  
Old 08-27-2009, 11:32 PM
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setlevel(2) is serverside.

Also, you may want to detect at player.x+1.5 and playery+2, which is the 'center' of the player.
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  #3  
Old 08-27-2009, 11:33 PM
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I would of done the key check before the water check (:
If this is for an event or something, it would of been easier to alter the player's x/y.
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  #4  
Old 08-27-2009, 11:37 PM
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Quote:
Originally Posted by Chompy View Post
I would of done the key check before the water check (:
Indeed. No need to check for water if the player isn't even pressing 'S'. Or could even have both in one if statement.
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  #5  
Old 08-28-2009, 12:55 AM
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PHP Code:
function onKeyPressed() {
  if (
keydown(5)) {
    if (
onwater(player.x+1.5,player.y+2)){
      
setlevel2("testtourny.nw"22);
    }
  }

This is the entire script, so it is serverside. Also, didn't change anything to change the order of onwater or keydown. And keydown 5 should be A.
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  #6  
Old 08-28-2009, 01:00 AM
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keypressed/keydown are clientside.

And keydown(5) is 'S' 6 is 'A'.
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  #7  
Old 08-28-2009, 01:13 AM
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keydown( key ) the specified key is pressed (0..10: up,left,down,right,S,A,D,M,tab,Q,P)

doesnt work that way anymore?
and forgot about that clientside,
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  #8  
Old 08-28-2009, 01:15 AM
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5 has always been sword and 6 has always been grab If it has ever stated otherwise it was wrong. Easier way to find out what is the right button is to open your control options and the buttons are listed from top to bottom in their numerical order, starting at 0. I actually didn't know about this until someone else posted, but it has come in handy a lot for those keys that I don't use often(like Q/P and such).
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  #9  
Old 08-28-2009, 01:27 AM
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PHP Code:
function warpPlayerw(pobjdest)
  {
  
pobj.setlevel2(dest[0], dest[1], dest[2]);
}

//#CLIENTSIDE
function onKeyPressed() {
  if (
keydown(6)) {
    if (
onwater(player.x+1.5,player.y+2)){
      
temp.acct player.account;
      
temp.dest = {testtourny.nw22};
      
triggeraction(this.0.5this.0.5"warpPlayerw"temp.accttemp.dest);

    }
  }

still getting nothing.
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  #10  
Old 08-28-2009, 01:30 AM
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Quote:
Originally Posted by sssssssssss View Post
PHP Code:
function warpPlayerw(pobjdest)
  {
  
pobj.setlevel2(dest[0], dest[1], dest[2]);
}

//#CLIENTSIDE
function onKeyPressed() {
  if (
keydown(6)) {
    if (
onwater(player.x+1.5,player.y+2)){
      
temp.acct player.account;
      
temp.dest = {testtourny.nw22};
      
triggeraction(this.0.5this.0.5"warpPlayerw"temp.accttemp.dest);

    }
  }

still getting nothing.
You sent up the account name, not the player object. Do a findplayer(acct) on the account serverside once you have it.
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  #11  
Old 08-28-2009, 01:42 AM
LoneAngelIbesu LoneAngelIbesu is offline
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This is pretty unrelated, but I have a question about onKeyPressed(). I've seen plenty of people using that action in conjunction with keydown(). Isn't this redundant, since onKeyPressed() has parameters that provide which key is pressed? Why not use a simple check with the parameters, rather than a function?
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  #12  
Old 08-28-2009, 01:46 AM
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Quote:
Originally Posted by LoneAngelIbesu View Post
This is pretty unrelated, but I have a question about onKeyPressed(). I've seen plenty of people using that action in conjunction with keydown(). Isn't this redundant, since onKeyPressed() has parameters that provide which key is pressed? Why not use a simple check with the parameters, rather than a function?
Yes it is somewhat redundant, but onKeyPressed() gives you the keycode, while keydown() gives you an "action number" which is mapped to a keycode via the settings on the player's client.

It may be possible to access the settings data via. some obscure way, but I'm not sure about that.
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  #13  
Old 08-28-2009, 01:47 AM
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PHP Code:
function warpPlayerw(pobjdest){
  
temp.warp findplayerbycommunityname(pobj);
  
warp.setlevel2(dest[0], dest[1], dest[2]);
}

//#CLIENTSIDE
function onKeyPressed() {
  if (
keydown(6)) {
    if (
onwater(player.x+1.5,player.y+2)){
      
temp.acct player.account;
      
temp.dest = {testtourny.nw22};
      
triggeraction(this.0.5this.0.5"warpPlayerw"temp.accttemp.dest);

    }
  }

still nada. I think I did it right and understood you, if not, please explain in detail. :/
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  #14  
Old 08-28-2009, 01:49 AM
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Quote:
Originally Posted by sssssssssss View Post
PHP Code:
function warpPlayerw(pobjdest){
  
temp.warp findplayerbycommunityname(pobj);
  
warp.setlevel2(dest[0], dest[1], dest[2]);
}

//#CLIENTSIDE
function onKeyPressed() {
  if (
keydown(6)) {
    if (
onwater(player.x+1.5,player.y+2)){
      
temp.acct player.account;
      
temp.dest = {testtourny.nw22};
      
triggeraction(this.0.5this.0.5"warpPlayerw"temp.accttemp.dest);

    }
  }

still nada. I think I did it right and understood you, if not, please explain in detail. :/
Yeah, you got that correct.
I just noticed another error was that you didn't put testtourny.nw in quotes, which you need to do for all strings, otherwise it'll try to read it as a variable.
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  #15  
Old 08-28-2009, 01:49 AM
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Quote:
Originally Posted by LoneAngelIbesu View Post
This is pretty unrelated, but I have a question about onKeyPressed(). I've seen plenty of people using that action in conjunction with keydown(). Isn't this redundant, since onKeyPressed() has parameters that provide which key is pressed? Why not use a simple check with the parameters, rather than a function?
keydown() checks for the player's configuration, while keypressed uses keyboard layout. For example, keydown(5) checks for the player's key configured to 'sword', which may not always be set to 'S'.
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  #16  
Old 08-28-2009, 01:53 AM
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Put quotes, still nothing.
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  #17  
Old 08-28-2009, 01:58 AM
LoneAngelIbesu LoneAngelIbesu is offline
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Quote:
Originally Posted by DustyPorViva View Post
keydown() checks for the player's configuration, while keypressed uses keyboard layout. For example, keydown(5) checks for the player's key configured to 'sword', which may not always be set to 'S'.
Oh, I see. Thanks for the explanation.
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  #18  
Old 08-28-2009, 02:02 AM
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Because triggeractions do not simply call functions, but calls a function specified for triggeractions:
function onactionWhatTriggerWasCalled() {}

would be called with:

triggeractionaction(x,y,"WhatTriggerWasCalled",x,y ,z);

I think.
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  #19  
Old 08-28-2009, 02:04 AM
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your right, cant believe i forgot that, its onActionActionHey. now its:

PHP Code:
function onActionWarpPlayerw(pobjdest){
  
temp.warp findplayerbycommunityname(pobj);
  
warp.setlevel2(dest[0], dest[1], dest[2]);
}

//#CLIENTSIDE
function onKeyPressed(6) {
  if (
keydown(6)) {
    if (
onwater(player.x+1.5,player.y+2)){
      
temp.acct player.account;
      
temp.dest = {"testtourny.nw"22};
      
triggeraction(this.0.5this.0.5"WarpPlayerw"temp.accttemp.dest);
    }
  }

but still, not working.
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  #20  
Old 08-28-2009, 02:08 AM
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You also need to setshape(1,32,32) // or whatever the size you want on the serverside(onCreated() is where it should be called) for the server to be able to recognize the NPC.

Ideally, what you can also do is set up a system weapon to have triggers for warping the player, and simply do something like this on the clientside:

triggerServer("gui","-System","WarpPlayer",player.account,dest); // you don't have to use temp.var after you declared the variable a temp.
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  #21  
Old 08-28-2009, 02:09 AM
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PHP Code:
function onCreated() {
  
this.setshape(13232);
}
function 
onActionWarpPlayerw(pobjdest){
  
temp.warp findplayerbycommunityname(pobj);
  
warp.setlevel2(dest[0], dest[1], dest[2]);
}

//#CLIENTSIDE
function onCreated() {
  
this.setshape(13232);
}
function 
onKeyPressed(6) {
  if (
keydown(6)) {
    if (
onwater(player.x+1.5,player.y+2)){
      
temp.acct player.account;
      
temp.dest = {"testtourny.nw"22};
      
triggeraction(this.0.5this.0.5"WarpPlayerw"temp.accttemp.dest);
    }
  }

nada y nada still.
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  #22  
Old 08-28-2009, 02:12 AM
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Debug that motha'!
Start putting player.chat = "test" or something in various places to find out where the script is losing its purpose.

Also, it should just be:

function onKeyPressed() {
if (keydown(6)) {

}
}

Otherwise you're basically defining(or trying to) 6 as a variable for the first parameter of the keypressed function, which may be screwing things up.

Also, temp.warp is not a very descriptive variable name as it's actually referring to a player, so should be something more reflective... at least something like temp.p or such.
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  #23  
Old 08-28-2009, 02:29 AM
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On a side note, there's probably a better way to accomplish what you're trying to do, which appears to be some sort of warp the player somewhere if they are in water, the script could easily be replaced by using level warps.

Also your script is incredibly insecure. You don't need to send any extra parameters at all.

PHP Code:
function onActionWarpPlayerw() {
  
// Don't really need this array either
  
temp.dest = {"testtourny.nw"22};
  
player.setlevel2(dest[0], dest[1], dest[2]);

Then for your triggeraction all you would need is:

triggeraction(this.x + 0.5, this.y + 0.5, "WarpPlayerw", "");
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  #24  
Old 08-28-2009, 02:38 AM
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My hero. Thank u everyone. I feel dumb, always forget stupid things like putting a 6 in that function
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  #25  
Old 08-28-2009, 03:32 AM
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I thought I explained triggerAction() to you in multiple posts in the last thread that you asked about it? You should really look back on those posts in the future.

Also, some of you are really bad at helping people with scripting problems, haha. I can't believe it took so long for someone to mention the onActionActionname() bit that he was missing when reading the function called by the triggerAction().
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  #26  
Old 08-28-2009, 03:35 AM
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Quote:
Originally Posted by Gambet View Post
I thought I explained triggerAction() to you in multiple posts in the last thread that you asked about it? You should really look back on those posts in the future.

Also, some of you are really bad at helping people with scripting problems, haha. I can't believe it took so long for someone to mention the onActionActionname() bit that he was missing when reading the function called by the triggerAction().
I noticed it when he first posted it, lol. I didn't post anything at first though because I wasn't sure of the syntax because it's been so long since I've used triggeraction. I was hoping someone else would notice it :P
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  #27  
Old 08-28-2009, 03:50 AM
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Quote:
Originally Posted by fowlplay4 View Post
Also your script is incredibly insecure. You don't need to send any extra parameters at all.
since it's being triggered on the clientside, yes. I believe he was still working serverside only when I wrote the function he was trying to use (not in this script I think).
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  #28  
Old 08-28-2009, 05:13 AM
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Cyril Rain
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Join Date: May 2003
Location: Texas, USA
Posts: 1,134
sssssssssss will become famous soon enough
Quote:
Originally Posted by Gambet View Post
I thought I explained triggerAction() to you in multiple posts in the last thread that you asked about it? You should really look back on those posts in the future.
have been looking back at those posts, lol, trust me. Just went in and looked through again. My problem wasent triggers, that was just a minor accident i did in the code. My problem was working with level triggers and setlevel2. I'm not an advanced scripter, trying to learn as I go. Again thought, thank you now, past, and future to everyone. Would have took me forever to get things like cant use triggerserverside in a level npc.
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