sci4me Posted August 3, 2010 Share Posted August 3, 2010 ok, i want a grenade to be created at the players spot. then it will go up and disapear. i am using cleo4, the grenade gets created, and destroyed, but doesnt go up. heres my code: {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 0000: NOP :NONAME_2 wait 250 if 0ADC: test_cheat "BOMB" jf @NONAME_4202 actor.StorePos($player_actor, $x, $y, $z) [email protected] = Object.Create(#GRENADE, $x, $y, $z) wait 5000 $z += 10 Object.Throw([email protected], $x, $y, $z) object.Destroy([email protected]) :NONAME_4202 jump @NONAME_2 please help!!! thanks!!! Link to comment Share on other sites More sharing options...
Adler Posted August 3, 2010 Share Posted August 3, 2010 (edited) Heh that's because the object is destroyed right after it's thrown. You should add a loop checking for some conditions like collision or position (or move that wait 5000 to after the Object.Throw). And don't use $globals in CLEO scripts either! Edited August 3, 2010 by Adler Link to comment Share on other sites More sharing options...
TheSiggi Posted August 3, 2010 Share Posted August 3, 2010 but doesnt go up what do you mean? are you complaning about the fact that the grenade won't blow up? then <facepalm seeds planted> the grenade is just an object and no explosive. To make the grernade blowing up you need to create an actor at the players coords and give him grenades and if you want it to be thrown, give the actor the instructions to attack a certian point so he'll throw the grenade, then you don't even need to destroy the object or even more simple: Object.Storepos (I hope this even exists ) and create an explosion there cheers Link to comment Share on other sites More sharing options...
james227uk Posted August 3, 2010 Share Posted August 3, 2010 (edited) How the hell does your script work anyway? Because :1wait 00ADC: test_cheat "LOL"jf @1 IF is not necessary for 0ADC. In my experience, it gave me crashes when I use IF 0ADC. Edited August 3, 2010 by james227uk Link to comment Share on other sites More sharing options...
sci4me Posted August 3, 2010 Author Share Posted August 3, 2010 i want it to move up, not blow up. and that didnt work, plz help! i suck at coding! thanks! Link to comment Share on other sites More sharing options...
Jerry123 Posted August 3, 2010 Share Posted August 3, 2010 //-------------MAIN---------------0000: NOP:NONAME_2wait 250if0ADC: test_cheat "BOMB"jf @NONAME_4202actor.StorePos($player_actor, $x, $y, $z)[email protected] = Object.Create(#GRENADE, $x, $y, $z)wait 5000$z += 10Object.Throw([email protected], $x, $y, $z):2wait 0if04E6: object [email protected] near_point $x $y $z radius 0.1 0.1 0.1 flag 0 jf @2object.Destroy([email protected]):NONAME_4202jump @NONAME_2 This should work Link to comment Share on other sites More sharing options...
james227uk Posted August 3, 2010 Share Posted August 3, 2010 You don't use if0ADC As I said. It's either unnecessary (Alien fixed the crash) or it will crash the game. Link to comment Share on other sites More sharing options...
sci4me Posted August 3, 2010 Author Share Posted August 3, 2010 crash Link to comment Share on other sites More sharing options...
james227uk Posted August 3, 2010 Share Posted August 3, 2010 Not surprised. The script is flawed. 1. IF...0ADC will crash 2. Never use globals in a cleo script. Ever Link to comment Share on other sites More sharing options...
TheSiggi Posted August 4, 2010 Share Posted August 4, 2010 (edited) also no suprise for me: $z += 10 coordinates are floats, so the game expacts a float, not an int @TC: so why do you use *BOMB* as your cheat then????? edit: try: :Startwait 20if and0256:03ee:80df:jf @Start0ADC: test_cheat "BOMB"jf @Start0247: #grenadewhile 8248: #Grenade wait 0end00a0: $PLAYER_ACTOR [email protected] [email protected] [email protected]([email protected], #grenade, [email protected], [email protected], [email protected])// search for the opcode to set an objects collision detection to 0Inc([email protected], 10.0)0249: #grenadewhile // search for the opcode here: object near point [email protected] [email protected] [email protected] wait 200 //search for the opcode to move an object // move object to [email protected] [email protected] [email protected] speed 0.0 0.0 > play around with floats between 0.2 and 1.2endObject.Destroy([email protected])Object.RemoveReferences([email protected])wait 2000jump @Start of course this hasen't been tested since its a scheme I worked out on paper here in the libary :S cheers and good luck Edited August 5, 2010 by The_Siggi Link to comment Share on other sites More sharing options...
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