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  #41  
Old 08-29-2009, 04:11 PM
Pelikano Pelikano is offline
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Originally Posted by sssssssssss View Post
um, no crap?
People bomb on the way I do things, so if i do to someone else he is now my "butler"?
geeze.
he's allowed to "bomb on you", cause he's a lot more skilled in GS2 than you
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  #42  
Old 08-29-2009, 04:12 PM
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And he had a redundant idea, so I should just shut up? Can't say anything because he's better than me in gs2 even though its completely redundant? Wow.

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"I want this, I want that!"

wtf is that coming from? I didn't know i demanded something i wanted. Been asking and saying thank you alot through my posts, and how I appreciate everyones help. -_-
Just going to release this script in the code gallery anyways as finished, once it is.
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  #43  
Old 08-29-2009, 05:03 PM
Pelikano Pelikano is offline
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Originally Posted by sssssssssss View Post
Just going to release this script in the code gallery anyways as finished, once it is.
noo! please!
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  #44  
Old 08-29-2009, 06:56 PM
fowlplay4 fowlplay4 is offline
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Originally Posted by sssssssssss View Post
Your code only sets out one player, unless they both die. If you look at what I was trying to do, it's pretty obvious that I wanted to warp out both players if one dies. it doesnt matter who wins in this code, they both need to be warped out once one dies.

So, I guess i could use what you did, and put the timer, and check for sparring, and then go through and look for the hearts, but, in a spar, the only people that should be dying are the people sparring, and checking for a tie, winner 1, or winner 2, and all that is a bit redundant compared to just using a serverside function onPlayerDies() to check the level for any player that dies, then warp them both back, eh?
I coded it as an example of what it could be, and my code does only check the people who are sparring, which are stored in this.player_a and this.player_b. Obviously I wasn't going to include the warping of the players.

I don't trust onPlayerDies(), nor have I used it. Personally I would probably have the death check directly in the damage system but that depends on the setup of the server, and the systems they have.

This script should be it's own DB-NPC, because then you can actually see the errors as you code it, and can use it easily over multiple levels.
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  #45  
Old 08-30-2009, 12:00 AM
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This forum got way off topic.
DB-NPC would work best, but like I said, no access to it, its not for a server I own or work on.
I went ahead and instead of doing an auto warp out for both sparrers after one dies, I just did a player.chats end match, tokenized, and then pulled a for() out and used that to warp them out after the match is over.
Thank you again for your help everyone.
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  #46  
Old 08-30-2009, 12:33 AM
Switch Switch is offline
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IMO you should use a multi-dimensional array for the matches to save on flag/variable clutter, and also keep it all in the same place.
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  #47  
Old 08-30-2009, 10:29 AM
Mark Sir Link Mark Sir Link is offline
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Since I see you didn't get a response regarding this directly, my best guess as to why your playerdies on clientside isn't working would be because you are checking a var that is on the serverside of the script.

To access it clientside, you either need to trigger the client or store it in the NPCs attributes (.attr[1-30], 0 doesn't work if I remember) and use that.
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  #48  
Old 08-31-2009, 05:39 AM
sssssssssss sssssssssss is offline
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ahhh.
if i get time i may change it. ty.
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