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#1
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Hardest Map Problem Yet - Count player Deaths
Fixed
Last edited by Guest001; 04-16-2016 at 03:32 AM. |
#2
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How did you fix it?
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04' Dodge SRT-4, Mopar Stage 3, 406whp/436wtq |
#3
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Hi Scott...
It's more complex than I first thought, even explaining it is difficult but here goes. Human vs AI - One on One Death Match First to 10 Victories. Though it seems a simple idea the timings of area detection and variable increments are critical to an interactive experience but all of these can be overcome by competent mappers. The main issue is the player is somehow always being detected as still in the game even after death. I appears for all intents and purposes to remain in the area of death until the "Player" chooses to respawn back into the mission. I guess the ssn10000 instance must remain in the main loop of the game because the mission is set to Single Player Respawn Some key features of the solution so far... Code:
if previous() and not ssnarea and ne(v#,#) This is so the triggers don't cascade, triggering one after the other, prematurely ending the game. I had to stabilize the variables by triggering when the player respawns and hits a target area set outside the main arena, then teleporting the player to the main arena. All the time recording and displaying these events with variables... Code:
set(v1,0) // TriggerText set(v11,0) // Ammo2Target set(v12,0) // Ammo2Target set(v13,0) // Ammo2Target set(v14,0) // Ammo2Target set(v15,0) // Ammo2Target set(v20,0) // TotalDeaths set(v50,0) // KillCount set(v60,0) // DeathCount set(v70,0) // FirstDeath set(v80,0) // Ammo2Area Code:
v#,#==v#,# && v#,#<=v#,# && t+=15 && rnd4 =true Last edited by Guest001; 04-18-2016 at 04:56 PM. |
#4
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UPDATE:
Quote:
The question being, is it the number of actual instructions, time reading, timers or how many lines of code that could be causing this error? Then I thought of a partial solution, what if you can line up "if" statements into a single line of code and if so...
Stompem Last edited by Guest001; 04-21-2016 at 03:04 AM. |
#5
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Is the a certain amount of lines a wac file can have? Unfortunately I have not done much map building past LW so I can't really help
But I'm sure many people would love to see you solve the issue
__________________
04' Dodge SRT-4, Mopar Stage 3, 406whp/436wtq |
#6
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Quote:
The time taken processing commands in the wac have caused timings to be missed. |
#7
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The Mission WAC so far ties in with 104 events.
Code:
; TITLE: HUMAN vs AI - Special Forces GAME: Delta Force Xtreme 2 ; AUTHOR: Stompem 2016 ;random(300) ; ssnhp(1,1000) ; ssnhp(2,2000) ; ssnhp(3,3000) ; ssnhp(4,4000) ; ssnhp(5,5000) ; ssnhp(6,6000) ; ssnhp(7,7000) ; ssnhp(8,8000) ; ssnhp(9,9000) ; ssnhp(10,10000) if never() then fallmps = 30 // ;Global Fall Effect - No Death ; Accuracyspread = 5 // ;AI Accuracy Spread - Mid Range set(v1,0) // TriggerText set(v2,0) // FirstDeath set(v3,0) // Connecting set(v10,0) // Ammo2Area ; set(v11,0) // Ammo2Target set(v12,0) // Ammo2Target set(v13,0) // Ammo2Target set(v14,0) // Ammo2Target set(v15,0) // Ammo2Target set(v20,0) // TotalDeaths set(v22,0) // SoundLoop1 set(v23,0) // SoundLoop2 set(v24,0) // SoundLoop3 set(v30,0) // AITactics set(v50,0) // KillCount set(v60,0) // DeathCount set(v77,0) // Near50m hidessn(691) // Conveyor hidessn(699) // Container hidessn(702) // Container hidessn(703) // Container hidessn(705) // Container hidessn(706) // Container hidessn(708) // Container hidessn(709) // Container hidessn(710) // Container endif if ssnarea(player,6) and never() then TOD(03:00) overcast(500,300) rain(500,300) endif if past(300) and elapse(600) then overcast(0,100) rain(0,100) endif if chain(300) then overcast(500,300) rain(500,300) endif if elapse(69) and eq(rnd, 70) and waveready() then lightning(50,50,50) flash() endif if elapse(139) and eq(rnd, 140) and waveready() then lightning(25,25,35) farflash() endif if chain(4) and waveready() then wave("thdrdst4.wav") endif if eq(v3,0) and elapse(7) then text "<cfc8932>LIVE FEED:<cfcFF0000> Connecting..." text " " text " " endif if past(1) and ssnarea(player(10) and never() then consol("Chilla Well <cf8932>- This Is Your Arena Of Battle") endif if chain(4) and never then consol("<cf8932>Live Feeds Connect All Fighters To CHQ") endif if chain(3) and never then consol("<cf8932>It's Victory Or Extinction!") endif if chain(4) and never then consol("<cf8932>Claim 10 Rounds To Win - Good Luck Soldier!") endif if chain(4) and waveready and never then wave("OTDO.wav") //flux.wav endif if past(14) and elapse(7) then consol("<cfc8932> BATTLE COUNT<-co>") consol#("<cf8932> VICTORIES<-co>",v50) consol#("<cfcFF0000> DEFEATS<-co>",v20) endif if past(17) and event(0) and never then hidessn(651)// hide viewport endif if past(20) and elapse(7) then set(v3,1) endif if eq(v3,1) and elapse(7) then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text " " text " " endif if eq(v77,1) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif if eq(v77,2) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif if eq(v77,3) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif if eq(v77,4) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif if eq(v77,5) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif if eq(v77,6) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif if eq(v77,7) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif if eq(v77,8) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif if eq(v77,9) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif if eq(v77,10) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif if past(35) and waveready and not ssnarea(player,10) and never then wave "CHAR153.wav" //In position endif if chain(5) and waveready and never then wave "CHAR148.wav" //We have problems endif if chain(3) and waveready and never then wave "ALPH191.wav" //This is ALPHa. CHARlie is down. CHARlie is down endif if event(10) and waveready and never then wave("Delkilc.wav")//Kill confirmed! text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("1 AI Defeated!") text("9 Victories Remaining!") endif if chain(3) and waveready and never then loop wave "AMPR372.wav" //All units ...uniform is a gouniform is go ! endif if chain(2) and waveready and never then wave "AMPR373.wav" //All elements ... Victor is on endif if chain(2) and waveready and never then wave "AMPR374.wav" //All team elements ! ... Whiskey !... Whiskey ! endif if chain(2) and waveready and never then wave "AMPR375.wav" //All Squads ... XRAY is authorized ! endif if chain(2) and waveready and never then wave "AMPR376.wav" //All units ... Yankee is in effect ! endif end endif if event(11) and waveready and never then wave("Delanni.wav")//Enemy annihilated! text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("2 AI Defeated!") text("8 Victories Remaining!") endif if event(12) and waveready and never then wave("DFM141.wav")//cheer! text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("3 AI Defeated!") text("7 Victories Remaining!") endif if event(13) and waveready and never then wave("AMPV458.wav")//Survey says ....die ! text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("4 AI Defeated!") text("6 Victories Remaining!") endif if event(14) and waveready and never then wave("Delcrash.wav")//Crash and burn, Baby ! text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("5 AI Defeated!") text("5 Victories Remaining!") endif if event(15) and waveready and never then wave("alpbrhe.wav")//bravo hell of a shot text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("6 AI Defeated!") text("4 Victories Remaining!") endif if event(16) and waveready and never then wave("MACR139.wav")//Good shot! Keep it up. text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("7 AI Defeated!") text("3 Victories Remaining!") endif if event(17) and waveready and never then wave("DFM149.wav")//Yippy ki yeah ! text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("8 AI Defeated!") text("2 Victories Remaining!") endif if event(18) and never() then wave("AMPV432.WAV")//OH YEAH OH YEAH! text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("9 AI Defeated!") text("1 Victory Remaining!") endif if event(19) and waveready and never then wave("Delhell.wav")//Hell yeah ... Thats how we do it text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("Humans Victorious Program Terminated") text("Human Extinction Postponed") endif if event(41) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("1 Human Defeat!") text("9 Defeats Remaining!") endif if eq(v20,1) and never then unhidessn(699) // Container endif if event(43) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("2 Human Defeats!") text("8 Defeats Remaining!") endif if eq(v20,2) and never then unhidessn(702) // Container endif if event(45) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("3 Human Defeats!") text("7 Defeats Remaining!") endif if eq(v20,3) and never then unhidessn(703) // Container endif if event(47) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("4 Human Defeats!") text("6 Defeats Remaining!") endif if eq(v20,4) and never then unhidessn(705) // Container endif if event(49) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("5 Human Defeats!") text("5 Defeats Remaining!") endif if eq(v20,5) and never then unhidessn(706) // Container endif if event(51) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("6 Human Defeats!") text("4 Defeats Remaining!") endif if eq(v20,6) and never then unhidessn(708) // Container endif if event(53) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("7 Human Defeats!") text("3 Defeats Remaining!") endif if eq(v20,7) and never then unhidessn(709) // Container endif if event(55) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("8 Human Defeats!") text("2 Defeats Remaining!") endif if eq(v20,8) and never then unhidessn(710) // Container endif if event(57) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("9 Human Defeats!") text("1 Defeat Remaining!") endif if not ssnarea(10000,10) then set(v10,1) else set(v10,0) endif if ne(v10,0) then ammoarea AMMO_60MM_MORTAR(9) endif if eq(v15,0) and elapse(15) and eq(rnd, 2) then set(v15,1) endif if eq(v15,1) then ammo2tgt AMMO_60MM_MORTAR(16) dec(v15) endif if eq(v12,0) and elapse(15) and eq(rnd, 3) then set(v12,1) endif if eq(v12,1) then ammo2tgt AMMO_60MM_MORTAR(17) dec(v12) endif if eq(v13,0) and elapse(15) and eq(rnd, 4) then set(v13,1) endif if eq(v13,1) then ammo2tgt AMMO_60MM_MORTAR(18) dec(v13) endif if eq(v14,0) and elapse(15) and eq(rnd, 5) then set(v14,1) endif if eq(v14,1) then ammo2tgt AMMO_60MM_MORTAR(17) dec(v14) endif if eq(v11,0) and eq(rnd, 18) then set(v11,1) endif if eq(v11,1) and eq(rnd, 40) then ammo2tgt AMMO_60MM_MORTAR(18) endif if eq(rnd, 6) and eq(rnd, 118) then ammo2tgt AMMO_60MM_MORTAR(19) endif if eq(rnd, 9) and eq(rnd, 188) then ammo2tgt AMMO_60MM_MORTAR(20) endif if eq(rnd, 12) and eq(rnd, 129) then ammo2tgt AMMO_60MM_MORTAR(19) ; fx2tgt fx_oiltnk2_exp(18) endif if elapse(130) and random(60) then set(v25,2) endif if chain(1) then set(v25,0) endif if elapse(131) and random(61) then set(v25,3) endif if chain(1) then set(v25,0) endif if elapse(132) and random(62) then set(v25,4) endif if chain(1) then set(v25,0) endif if elapse(133) and random(63) then set(v25,5) endif if chain(1) then set(v25,0) endif if elapse(134) and random(64) then set(v25,6) endif if chain(1) then set(v25,0) endif if elapse(135) and random(65) then set(v25,7) endif if chain(1) then set(v25,0) endif if elapse(136) and random(66) then set(v25,8) endif if chain(1) then set(v25,0) endif if elapse(137) and random(67) then set(v25,9) endif if chain(1) then set(v25,0) endif if elapse(138) and random(68) then set(v25,10) endif if chain(1) then set(v25,0) endif if elapse(139) and random(69) then set(v25,11) endif if chain(1) then set(v25,0) endif if past(50) and random(70) and waveready then wave "Delhouse.wav" //Incoming endif if past(50) and random(78) and waveready then wave "me****.wav" //Messengers hit endif if past(50) and random(88) and waveready then wave "alphold.wav" //Might have a shot endif if past(50) and random(92) and waveready then wave "alpnegi.wav" //negitive endif if past(50) and random(83) and waveready then ssnwave (67, "laospeak.wav", 100) //Laos speaker endif if past(50) and random(209) and waveready then wave "alpresum.wav" //Resume Formation endif if past(50) and random(132) and waveready then ssnwave (68, "laospeak.wav", 100) //Laos speaker endif if past(50) and random(207) and waveready then wave "Delgots.wav" //Got a shot endif if past(50) and random(201) and waveready then wave "AMPR182.wav" //Being attacked endif if past(50) and random(202) and waveready then wave "CMDeyes9.wav" //Full unit endif if past(50) and random(203) and waveready then ssnwave (415, "laosrado.wav", 100) //Laos radio endif if past(50) and random(140) and waveready then wave "ALPH545.wav" //Bravo, this is ALPHa. We have eyes on nukes endif if past(50) and random(204) and waveready then wave "CMDsnip.wav" //watch for snipers endif if past(50) and random(244) and waveready then wave "AMPR371.wav" //Standing by for orders ! endif if random(20) and waveready then ; wave("xplTch2.wav ") // Large explosion fx2tgt fx_oiltnk2_exp(66) quake(4) endif |
#8
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Intro
HUD |
#9
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For me it's usually the last 10% of a map that contains 90% of the problems.
With this map it's 100% problems, 100% of the time. |
#10
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Now at 95% complete
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#11
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Wot? You are bout to finish making a map?
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#12
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Yes I'm making 2 ATM, mainly because I don't think they've ever been done before.
One for BHD one for DFX2. |
#13
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Published
Human vs AI - Special Forces http://www.novahq.net/maps.php?ID=10470 Not only was it one of the hardest "for me" to script, it was also difficult to judge how hard to set it... Is it too easy or too hard? Is there something missing or broken? This isn't a conventional map in the sense of a series of mission objectives, few of my maps follow convention really but that's how I've wanted it. There are plenty of missions done in the traditional sense. The missions produced by this community are generally excellent and made by extremely talented folk. So I've tried to develop my own style within my own capacity over the years. Call this Sci-Fi / Fantasy with a bit of old school AI thrown in. I hope you'all enjoy it and please feel welcome to leave comments and critiques. It all helps. CHEERS! Last edited by Guest001; 11-10-2016 at 10:59 AM. |
#14
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The WAC file, unfortunately the AI won't work without it.
Download Human vs AI Code:
; GAME: Delta Force Xtreme 2 ; TITLE: HUMAN vs AI - Special Forces ; AUTHOR: Stompem 2016 ////////////////////////// /////////Depricated/////// ////////////////////////// ; random(300) ; ssnhp(1,100) ; ssnhp(2,200) ; ssnhp(3,300) ; ssnhp(4,400) ; ssnhp(5,500) ; ssnhp(6,600) ; ssnhp(7,700) ; ssnhp(8,800) ; ssnhp(9,900) ; ssnhp(10,1000) ////////////////////////// /////////Script Start/////// ////////////////////////// if past(1) and never() then ssnhp(1,100) ssnhp(2,200) ssnhp(3,300) ssnhp(4,400) ssnhp(5,500) ssnhp(6,600) ssnhp(7,700) ssnhp(8,800) ssnhp(9,900) ssnhp(10,1000) fallmps = 30 Accuracyspread = 3 set(v1,0) // TriggerText set(v2,0) // FirstDeath set(v3,0) // Connecting set(v10,0) // Ammo2Area // set(v11,0) // Ammo2Target set(v12,0) // Ammo2Target set(v13,0) // Ammo2Target set(v14,0) // Ammo2Target set(v15,0) // Ammo2Target set(v20,0) // TotalDeaths set(v22,0) // SoundLoop1 set(v23,0) // SoundLoop2 set(v24,0) // SoundLoop3 set(v30,0) // AITactics set(v50,0) // KillCount set(v60,0) // DeathCount set(v77,0) // Near50m hidessn(691) // Conveyor hidessn(699) // Container hidessn(702) // Container hidessn(703) // Container hidessn(705) // Container hidessn(706) // Container hidessn(708) // Container hidessn(709) // Container hidessn(710) // Container endif // if ssnarea(player,6) and never() then TOD(03:00) overcast(500,300) rain(500,300) endif // if past(300) and elapse(600) then overcast(0,100) rain(0,100) endif // if chain(300) then overcast(500,300) rain(500,300) endif // if elapse(69) and eq(rnd, 70) and waveready() then lightning(50,50,50) flash() endif // if elapse(139) and eq(rnd, 140) and waveready() then lightning(25,25,35) farflash() endif // if chain(4) and waveready() then wave("thdrdst4.wav") endif // if eq(v3,0) and elapse(7) then text "<cfc8932>LIVE FEED:<cfcFF0000> Connecting..." text " " text " " endif // if past(1) and ssnarea(player(10) and never() then consol("Chilla Well <cf8932>- This Is Your Arena Of Battle") endif // if chain(4) and never then consol("<cf8932>Live Feeds Connect All Fighters To CHQ") endif // if chain(3) and never then consol("<cf8932>It's Victory Or Extinction!") endif // if chain(4) and never then consol("<cf8932>Claim 10 Rounds To Win - Good Luck Soldier!") endif // if chain(4) and waveready and never then wave("OTDO.wav") //flux.wav endif // if past(14) and elapse(7) then consol("<cfc8932> BATTLE COUNT<-co>") consol#("<cf8932> VICTORIES<-co>",v50) consol#("<cfcFF0000> DEFEATS<-co>",v20) endif // if past(17) and event(0) and never then hidessn(651)// hide viewport endif // if past(20) and elapse(7) then set(v3,1) endif // if eq(v3,1) and elapse(7) then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text " " text " " endif // if eq(v77,1) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif // if eq(v77,2) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif // if eq(v77,3) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif // if eq(v77,4) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif // if eq(v77,5) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif // if eq(v77,6) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif // if eq(v77,7) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif // if eq(v77,8) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif // if eq(v77,9) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif // if eq(v77,10) and waveready and never then wave "alpflnk.wav" //Enemy spotted endif // if past(35) and waveready and not ssnarea(player,10) and never then wave "CHAR153.wav" //In position endif // if chain(5) and waveready and never then wave "CHAR148.wav" //We have problems endif // if chain(3) and waveready and never then wave "ALPH191.wav" //This is ALPHa. CHARlie is down. CHARlie is down endif // if event(10) and waveready and never then wave("Delkilc.wav")//Kill confirmed! text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("1 AI Defeated!") text("9 Victories Remaining!") endif // if chain(3) and waveready and never then loop wave "AMPR372.wav" //All units ...uniform is a gouniform is go ! endif if chain(2) and waveready and never then wave "AMPR373.wav" //All elements ... Victor is on endif if chain(2) and waveready and never then wave "AMPR374.wav" //All team elements ! ... Whiskey !... Whiskey ! endif if chain(2) and waveready and never then wave "AMPR375.wav" //All Squads ... XRAY is authorized ! endif if chain(2) and waveready and never then wave "AMPR376.wav" //All units ... Yankee is in effect ! endif end endif // if event(11) and waveready and never then wave("Delanni.wav")//Enemy annihilated! text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("2 AI Defeated!") text("8 Victories Remaining!") endif // if event(12) and waveready and never then wave("DFM141.wav")//cheer! text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("3 AI Defeated!") text("7 Victories Remaining!") endif // if event(13) and waveready and never then wave("AMPV458.wav")//Survey says ....die ! text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("4 AI Defeated!") text("6 Victories Remaining!") endif // if event(14) and waveready and never then wave("Delcrash.wav")//Crash and burn, Baby ! text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("5 AI Defeated!") text("5 Victories Remaining!") endif // if event(15) and waveready and never then wave("alpbrhe.wav")//bravo hell of a shot text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("6 AI Defeated!") text("4 Victories Remaining!") endif // if event(16) and waveready and never then wave("MACR139.wav")//Good shot! Keep it up. text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("7 AI Defeated!") text("3 Victories Remaining!") endif // if event(17) and waveready and never then wave("DFM149.wav")//Yippy ki yeah ! text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("8 AI Defeated!") text("2 Victories Remaining!") endif // if event(18) and never() then wave("AMPV432.WAV")//OH YEAH OH YEAH! text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("9 AI Defeated!") text("1 Victory Remaining!") endif // if event(19) and waveready and never then wave("Delhell.wav")//Hell yeah ... Thats how we do it text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("Humans Victorious Program Terminated") text("Human Extinction Postponed") endif // if event(41) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("1 Human Defeat!") text("9 Defeats Remaining!") endif // if eq(v20,1) and never then unhidessn(699) // Container endif // if event(43) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("2 Human Defeats!") text("8 Defeats Remaining!") endif // if eq(v20,2) and never then unhidessn(702) // Container endif // if event(45) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("3 Human Defeats!") text("7 Defeats Remaining!") endif // if eq(v20,3) and never then unhidessn(703) // Container endif // if event(47) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("4 Human Defeats!") text("6 Defeats Remaining!") endif // if eq(v20,4) and never then unhidessn(705) // Container endif // if event(49) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("5 Human Defeats!") text("5 Defeats Remaining!") endif // if eq(v20,5) and never then unhidessn(706) // Container endif // if event(51) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("6 Human Defeats!") text("4 Defeats Remaining!") endif // if eq(v20,6) and never then unhidessn(708) // Container endif // if event(53) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("7 Human Defeats!") text("3 Defeats Remaining!") endif // if eq(v20,7) and never then unhidessn(709) // Container endif // if event(55) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("8 Human Defeats!") text("2 Defeats Remaining!") endif // if eq(v20,8) and never then unhidessn(710) // Container endif // if event(57) and never() then text "<cfc8932>LIVE FEED:<cf8932> ...Active" text("9 Human Defeats!") text("1 Defeat Remaining!") endif // if not ssnarea(10000,10) then set(v10,1) else set(v10,0) endif // if ne(v10,0) then ammoarea AMMO_60MM_MORTAR(9) endif // if eq(v15,0) and elapse(15) and eq(rnd, 2) then set(v15,1) endif // if eq(v15,1) then ammo2tgt AMMO_60MM_MORTAR(16) dec(v15) endif // if eq(v12,0) and elapse(15) and eq(rnd, 3) then set(v12,1) endif // if eq(v12,1) then ammo2tgt AMMO_60MM_MORTAR(17) dec(v12) endif // if eq(v13,0) and elapse(15) and eq(rnd, 4) then set(v13,1) endif // if eq(v13,1) then ammo2tgt AMMO_60MM_MORTAR(18) dec(v13) endif // if eq(v14,0) and elapse(15) and eq(rnd, 5) then set(v14,1) endif // if eq(v14,1) then ammo2tgt AMMO_60MM_MORTAR(17) dec(v14) endif // if eq(v11,0) and eq(rnd, 18) then set(v11,1) endif // if eq(v11,1) and eq(rnd, 40) then ammo2tgt AMMO_60MM_MORTAR(18) endif // if eq(rnd, 6) and eq(rnd, 118) then ammo2tgt AMMO_60MM_MORTAR(19) endif // if eq(rnd, 9) and eq(rnd, 188) then ammo2tgt AMMO_60MM_MORTAR(20) endif // if eq(rnd, 12) and eq(rnd, 129) then ammo2tgt AMMO_60MM_MORTAR(19)// fx2tgt fx_oiltnk2_exp(18) endif // if elapse(130) and random(60) then set(v25,2) endif // if chain(1) then set(v25,0) endif // if elapse(131) and random(61) then set(v25,3) endif // if chain(1) then set(v25,0) endif // if elapse(132) and random(62) then set(v25,4) endif // if chain(1) then set(v25,0) endif // if elapse(133) and random(63) then set(v25,5) endif // if chain(1) then set(v25,0) endif // if elapse(134) and random(64) then set(v25,6) endif // if chain(1) then set(v25,0) endif // if elapse(135) and random(65) then set(v25,7) endif // if chain(1) then set(v25,0) endif // if elapse(136) and random(66) then set(v25,8) endif // if chain(1) then set(v25,0) endif // if elapse(137) and random(67) then set(v25,9) endif // if chain(1) then set(v25,0) endif // if elapse(138) and random(68) then set(v25,10) endif // if chain(1) then set(v25,0) endif // if elapse(139) and random(69) then set(v25,11) endif // if chain(1) then set(v25,0) endif // if past(50) and random(70) and waveready then wave "Delhouse.wav" //Incoming endif // if past(50) and random(78) and waveready then wave "me****.wav" //Messengers hit endif // if past(50) and random(88) and waveready then wave "alphold.wav" //Might have a shot endif // if past(50) and random(92) and waveready then wave "alpnegi.wav" //negitive endif // if past(50) and random(83) and waveready then ssnwave (67, "laospeak.wav", 100) //Laos speaker endif // if past(50) and random(209) and waveready then wave "alpresum.wav" //Resume Formation endif // if past(50) and random(132) and waveready then ssnwave (68, "laospeak.wav", 100) //Laos speaker endif // if past(50) and random(207) and waveready then wave "Delgots.wav" //Got a shot endif // if past(50) and random(201) and waveready then wave "AMPR182.wav" //Being attacked endif // if past(50) and random(202) and waveready then wave "CMDeyes9.wav" //Full unit endif // if past(50) and random(203) and waveready then ssnwave (415, "laosrado.wav", 100) //Laos radio endif // if past(50) and random(140) and waveready then wave "ALPH545.wav" //Bravo, this is ALPHa. We have eyes on nukes endif // if past(50) and random(204) and waveready then wave "CMDsnip.wav" //watch for snipers endif // if past(50) and random(244) and waveready then wave "AMPR371.wav" //Standing by for orders ! endif // if random(20) and waveready then ; wave("xplTch2.wav ") // Large explosion fx2tgt fx_oiltnk2_exp(66) quake(4) endif // Last edited by Guest001; 12-02-2016 at 11:01 PM. |
#15
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Excellent work stomp
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04' Dodge SRT-4, Mopar Stage 3, 406whp/436wtq |
#16
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After all the effort it took working out how to detect player deaths without problems, I've discovered the key is to ask...
"if the player is not alive" not "if the player is dead". The resulting code is so simple that I nearly fell over when it worked. Code:
;Count Player Deaths if never() then set(v1,0) // Triggers once then resets set(v2,0) // Count 1 adds set(v3,0) // Count 2 Subtracts endif if not ssnalive(player) then set(v1,1) endif if eq(v1,1) then set(v1,0) endif ; Use chain to trigger once each time the variable flips - link will keep counting if chain(1) then add(v2,1) sub(v3,1) endif |
#17
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Nice work stomp and thanks for sharing the code.
__________________
04' Dodge SRT-4, Mopar Stage 3, 406whp/436wtq |
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