Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 10 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : DOOM III
Category: DOOM III Mapping
D3 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: simultaneous scripting functions solved :)
JBAM
General Member
Since: Jun 7, 2004
Posts: 86
Last: May 10, 2005
[view latest posts]
Level 3
Category: DOOM III Mapping
Posted: Friday, Oct. 29, 2004 10:32 am
Hey guys... a little while ago I had a query on how to incorporate simultaneous functions into a script... The original problem was that the "main" function would operate each section in order, one after another - waiting for each function to finish before moving on...

this meant that if i had a looping function, it would never finish and the next function in main would never begin... I figured it would only be fair if i let the community in on the way to get around this... I'm sure it will be useful to anyone who has/wants lots of moving elements in a map that they wish to have moving from the beginning of the map... or simultaneous triggering in general :)

This is done by adding "thread" to the script as follows

Code:
  
void main()
{

//Setup Binds

setup_objects();

//do the following simultaneously

thread rotate_react_fan1();
thread rotate_react_fan2();

thread reactlight1();
thread reactlight2();

}



So this means that main will 1st complete setup_objects(), and will then simultaneously trigger the rotatation of both fans and move both lights all together...

hope this is helpful/informative :)

bam
Share |
foyleman
Preferred PLUS Member
Since: Nov 7, 2001
Posts: 95762
Last: Apr 13, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a fan of MODSonair
Im a HOST of MODSonair
Category: DOOM III Mapping
Posted: Sunday, Oct. 31, 2004 01:11 pm
ahhh.. thread. I get it. thanks
Go ahead... You Play I Mod : Support Modsonline by becoming a PREFERRED MEMBER today!
Have you heard the MODSonair Podcast?:
MODSonair is a weekly podcast bringing you the news from a modders perspective.
Tune in every Sunday at 12pm EST to listen LIVE.
Quake 4 Mods for Dummies - Half-Life 2 Mods for Dummies
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : DOOM III : DOOM III Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»