Author |
Topic: Is it possible to terminate/kill a thread() |
|
|
s6robi |
General Member Since: Jun 12, 2006 Posts: 85 Last: Feb 18, 2021 [view latest posts] |
|
|
|
|
|
s6robi |
General Member Since: Jun 12, 2006 Posts: 85 Last: Feb 18, 2021 [view latest posts] |
|
|
|
s6robi |
General Member Since: Jun 12, 2006 Posts: 85 Last: Feb 18, 2021 [view latest posts] |
|
|
|
|
Category: CoD2 General Posted: Thursday, Jan. 28, 2016 12:44 pm |
|
I dont make sp maps, so i know nothing about actors and stuff. And im not after all if you could link a trigger to a player, but always worth a try.
This is to link
Code: brushmodel = getEntArray("guy","targetname");
trigger_damage1 = getEnt("damage1","targetname");
trigger_damage1 EnableLinkTo();
trigger_damage1 LinkTo("brushmodel[1]");
Or something :P
This is about same prob i think :
http://modsonline.com/Forums-top-86801-0.html |
|
|
|
s6robi |
General Member Since: Jun 12, 2006 Posts: 85 Last: Feb 18, 2021 [view latest posts] |
|
|
Category: CoD2 General Posted: Thursday, Jan. 28, 2016 12:56 pm |
|
I implemented that code into my mission_failure thread but no luck :(
#include maps\_utility;
#include maps\_anim;
#using_animtree("generic_human");
main()
{
maps\_load::main();
level.allies_accuracy = 10;
level.axis_accuracy = 100;
thread setupplayer();
thread enemy();
thread obj1();
}
setupplayer()
{
level.player takeallweapons();
level.player giveWeapon("mp40");
level.player giveWeapon("luger");
level.player switchToWeapon("mp40");
level.player setViewmodel("xmodel/viewmodel_hands_german" );
}
enemy()
{
if(isdefined(level.ending) && level.ending == 1)
return;
guys = getentarray("guy", "targetname");
for(i = 0; i < guys.size; i++)
guys
thread mission_failure();
}
obj1()
{
obj1 = getent("obj1", "targetname");
objective_add(1, "active", &"TESTING_OBJECTIVE_1",getent("obj1marker", "targetname").origin);
objective_current(1);
obj1 waittill("trigger");
objective_state(1, "done");
obj1 delete();
thread obj2();
}
obj2()
{
level.ending = 1;
obj2 = getent("obj2", "targetname");
objective_add(2, "active", &"TESTING_OBJECTIVE_2",getent("obj2", "targetname").origin);
objective_current(2);
obj2 waittill("death");
objective_state(2, "done");
}
mission_failure()
{
brushmodel = getEntArray("guys","targetname");
trigger_damage1 = getEnt("dtrig","targetname");
trigger_damage1 EnableLinkTo();
trigger_damage1 LinkTo("brushmodel[1]");
setCvar("ui_deadquote", "@SCRIPT_MISSION_FAILURE_ALERTED_ENEMY");
maps\_utility::missionFailedWrapper();
}
I think i may just give up on this one :( |
|
|
|
StrYdeR |
General Member Since: May 11, 2004 Posts: 11672 Last: Apr 20, 2024 [view latest posts] |
|
|
|
|
Category: CoD2 General Posted: Thursday, Jan. 28, 2016 01:18 pm |
|
I haven't read this whole thread, but a quick look at your code and it seems you are using GetEntArray without building the array:
s6robi writes...Quote:
mission_failure()
{
brushmodel = getEntArray("guys","targetname");
trigger_damage1 = getEnt("dtrig","targetname");
trigger_damage1 EnableLinkTo();
trigger_damage1 LinkTo("brushmodel[1]");
setCvar("ui_deadquote", "@SCRIPT_MISSION_FAILURE_ALERTED_ENEMY");
maps\_utility::missionFailedWrapper();
}
|
|
|
|
|
|
StrYdeR |
General Member Since: May 11, 2004 Posts: 11672 Last: Apr 20, 2024 [view latest posts] |
|
|
|
|
Category: CoD2 General Posted: Thursday, Jan. 28, 2016 02:22 pm |
|
GetEnt gets a single entity
GetEntArray gets multiple entities
Code: brushmodel = getEntArray("guys","targetname");
The GetEntArray requires the array to be built afterwards:
and example would be:
Code: brushmodel = getentarray("guys","targetname"); for(i=0; i<guys.size; i++)
i would also suggest not using naming conventions of common scripting entities (ie - do not use the header "brushmodel" as it is already something hardcoded into the engine)
|
|
|
|