FhoonNyetah 0 Posted May 20, 2018 Share Posted May 20, 2018 (edited) Any way to put conditions more than the maximum(which is 8)? I need help. :BLACKPANTHER_2104ED: load_animation "FIGHT_B" wait 0 if or031D: actor $PLAYER_ACTOR hit_by_weapon 0 //--Conditions031D: actor $PLAYER_ACTOR hit_by_weapon 1031D: actor $PLAYER_ACTOR hit_by_weapon 2031D: actor $PLAYER_ACTOR hit_by_weapon 3031D: actor $PLAYER_ACTOR hit_by_weapon 4031D: actor $PLAYER_ACTOR hit_by_weapon 5031D: actor $PLAYER_ACTOR hit_by_weapon 6031D: actor $PLAYER_ACTOR hit_by_weapon 7031D: actor $PLAYER_ACTOR hit_by_weapon 8 //--excess conditionelse_jump @BLACKPANTHER_21 Edited May 20, 2018 by FhoonNyetah Link to post Share on other sites
K^2 2,188 Posted May 20, 2018 Share Posted May 20, 2018 Most CPUs actually only handle one condition at a time, so the solution for having more than 8 in CLEO is the same as for CPUs. You just have multiple jump points, and organize them logically to satisfy your combined statement. This is easiest for chain of 'or' blocks. For example, in your case, I'd try something like this. :BLACKPANTHER_2104ED: load_animation "FIGHT_B" wait 0 if or031D: actor $PLAYER_ACTOR hit_by_weapon 0 //--Conditions031D: actor $PLAYER_ACTOR hit_by_weapon 1031D: actor $PLAYER_ACTOR hit_by_weapon 2031D: actor $PLAYER_ACTOR hit_by_weapon 3031D: actor $PLAYER_ACTOR hit_by_weapon 4031D: actor $PLAYER_ACTOR hit_by_weapon 5031D: actor $PLAYER_ACTOR hit_by_weapon 6031D: actor $PLAYER_ACTOR hit_by_weapon 7else_jump @BLACKPANTHER_21if or031D: actor $PLAYER_ACTOR hit_by_weapon 8 //--excess conditions031D: actor $PLAYER_ACTOR hit_by_weapon 9 // ...else_jump @BLACKPANTHER_21If checks for weapons 0-7 failed, second block of conditions is executed, which will still jump back to the same label if conditions for weapons 8+ pass. Link to post Share on other sites