for example mp_sonic water or the spikes in mp_cheops
pls help me
p.s:
peds i know u can help me

Moderator: Core Staff
Code: Select all
teleport_onTouch()
{
yourmap_triga = getent("yourmap_triga","targetname");
while(1)
{
yourmap_triga waittill ("trigger",user);
wait .1;
if (isDefined(user.lastPosOnGround) && isPlayer(user)) //might have disconnected within .1 second :-)
user setOrigin(user.lastPosOnGround);
}
}
saveGroundPos()
{
while (1)
{
players = getEntArray("player", "classname");
for (i = 0; i < players.size; i++)
if (players[i].sessionstate == "playing" && players[i] isOnGround())
players[i].lastPosOnGround = players[i].origin;
wait .1;
}
}
megazor wrote:Code: Select all
teleport_onTouch() { yourmap_triga = getent("yourmap_triga","targetname"); while(1) { yourmap_triga waittill ("trigger",user); wait .1; if (isDefined(user.lastPosOnGround) && isPlayer(user)) //might have disconnected within .1 second :-) user setOrigin(user.lastPosOnGround); } } saveGroundPos() { while (1) { players = getEntArray("player", "classname"); for (i = 0; i < players.size; i++) if (players[i].sessionstate == "playing" && players[i] isOnGround()) players[i].lastPosOnGround = players[i].origin; wait .1; } }
Pedsdude wrote:Did you thread both of them, and did you create a trigger_multiple across the area you need, giving it a "yourmap_triga" targetname?
Code: Select all
main()
{
thread saveGroundPos();
thread teleport_onTouch();
}
Code: Select all
teleport_onTouch()
{
trig = getent("yourmap_triga","targetname");
while(1)
{
trig waittill("trigger", user);
//wait .1;
if (!isDefined(user.lastPosOnGround))
user iPrintLn("no saved positions");
else
user setOrigin(user.lastPosOnGround);
}
}
saveGroundPos()
{
while (1)
{
players = getEntArray("player", "classname");
for (i = 0; i < players.size; i++)
{
if (isDefined(players[i].sessionstate) && players[i].sesionstate == "playing")
players[i] iPrintLn("I am playing, lolz");
if (players[i] isOnGround())
players[i] iPrintLn("I am on the ground, rofl");
if (players[i].sessionstate == "playing" && players[i] isOnGround())
players[i].lastPosOnGround = players[i].origin;
}
wait .1;
}
}
megazor wrote:so you have the following:
ok, then let's do some debugging...Code: Select all
main() { thread saveGroundPos(); thread teleport_onTouch(); }
Code: Select all
teleport_onTouch() { trig = getent("yourmap_triga","targetname"); while(1) { trig waittill("trigger", user); //wait .1; if (!isDefined(user.lastPosOnGround)) user iPrintLn("no saved positions"); else user setOrigin(user.lastPosOnGround); } } saveGroundPos() { while (1) { players = getEntArray("player", "classname"); for (i = 0; i < players.size; i++) { if (isDefined(players[i].sessionstate) && players[i].sesionstate == "playing") players[i] iPrintLn("I am playing, lolz"); if (players[i] isOnGround()) players[i] iPrintLn("I am on the ground, rofl"); if (players[i].sessionstate == "playing" && players[i] isOnGround()) players[i].lastPosOnGround = players[i].origin; } wait .1; } }
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