Peds_Pace got glitched!

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Nightmare
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Post by Nightmare » March 1st, 2006, 9:34 pm

yeah, that screenshot gave it away pretty much :P
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Post by Drofder2004 » March 2nd, 2006, 10:20 pm

KillerSam wrote:Only use i could think off....the spikes in denmark?
You can only think of 1 use?

Anything that moves that needs to kill you is potential use
Elevators, Vehicles, Ball rolling :roll:
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Post by Nightmare » March 3rd, 2006, 12:37 am

That rolling ball looks cool, do you have to prone under it before it squashes you?
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet

-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
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Post by Drofder2004 » March 3rd, 2006, 1:44 am

Nightmare wrote:That rolling ball looks cool, do you have to prone under it before it squashes you?
If a ball that size rolls down a hill and your in the way.... would you have to "prone" before you are crushed? ;)
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Post by Luke » March 3rd, 2006, 1:53 am

lol...not unless it was floating above the ground :P

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Post by Nightmare » March 3rd, 2006, 4:13 am

well it looks like its on a ramp, I meant do you have to run as fast as you can and prone under the ramp as the ball passes over?
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet

-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]

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Post by Pedsdude » March 3rd, 2006, 7:34 pm

I know what you have to do.. but you'll just have to wait ;) (unless someone else says lol)
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Post by Nightmare » March 3rd, 2006, 9:41 pm

:( darn it peds.
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet

-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]

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Post by profinuyasha » March 4th, 2006, 2:47 am

one thing i know how....but i read in peds_pace's script and now i know how to get on it...and i aint tell ;-) its TOP SECRET! :D
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DYOR :-)

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Post by Luke » March 4th, 2006, 4:17 am

profinuyasha wrote:one thing i know how....but i read in peds_pace's script and now i know how to get on it...and i aint tell ;-) its TOP SECRET! :D
good for u :roll:

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Post by profinuyasha » March 9th, 2006, 4:47 pm

now i know how to stop that glitch: u need add "WAIT 10;" on end of script and before } }

for example:

Code: Select all

main()
{
	thread e5();
}
	e5()
{
	b5 = getent ("b5","targetname");
	f5 = getent ("f5","targetname");
	l5 = getent ("l5","targetname");
	r5 = getent ("r5","targetname");
	bottom5 = getent ("bottom5","targetname");
	trigger = getent ("e5","targetname");
	b5b = getent ("b5b","targetname");
	f5b = getent ("f5b","targetname");
	l5b = getent ("l5b","targetname");
	r5b = getent ("r5b","targetname");
	while(1)
	{
		trigger waittill ("trigger");
		bottom5 moveZ (2,1,0.5,0.5);
		b5b moveX (-40,1,0.5,0.5);
		f5b moveX (40,1,0.5,0.5);
		l5b moveY (40,1,0.5,0.5);
		r5b moveY (-40,1,0.5,0.5);
		wait(1);
		b5b moveX (40,1,0.5,0.5);
		f5b moveX (-40,1,0.5,0.5);
		l5b moveY (-40,1,0.5,0.5);
		r5b moveY (40,1,0.5,0.5);
		wait(1);
		b5 moveZ (66,1,0.5,0.5);
		f5 moveZ (66,1,0.5,0.5);
		l5 moveZ (66,1,0.5,0.5);
		r5 moveZ (66,1,0.5,0.5);
		wait(1);
		b5 moveX (-8,1,0.5,0.5);
		f5 moveX (8,1,0.5,0.5);
		l5 moveY (8,1,0.5,0.5);
		r5 moveY (-8,1,0.5,0.5);
		r5 waittill ("movedone");
		wait(2);
		bottom5 moveZ (318,2,0.5,0.5);
		b5 moveZ (318,2,0.5,0.5);
		f5 moveZ (318,2,0.5,0.5);
		l5 moveZ (318,2,0.5,0.5);
		r5 moveZ (318,2,0.5,0.5);
		r5 waittill ("movedone");
		wait(1);
		bottom5 moveX (-184,2,0.5,0.5);
		b5 moveX (-184,2,0.5,0.5);
		f5 moveX (-184,2,0.5,0.5);
		l5 moveX (-184,2,0.5,0.5);
		r5 moveX (-184,2,0.5,0.5);
		r5 waittill ("movedone");
		wait(2);
		bottom5 moveX (-52,2,0.5,0.5);
		bottom5 waittill ("movedone");
		wait(2);
		bottom5 moveZ (-320,1,0.5,0.5);
		b5 moveX (192,1,0.5,0.5);
		wait(1);
		bottom5 moveX (236,1,0.5,0.5);
		f5 moveX (176,1,0.5,0.5);
		l5 moveX (184,1,0.5,0.5);
		r5 moveX (184,1,0.5,0.5);
		wait(1);
		l5 moveY (-8,1,0.5,0.5);
		r5 moveY (8,1,0.5,0.5);
		wait(1);
		b5 moveZ (-384,1,0.5,0.5);
		f5 moveZ (-384,1,0.5,0.5);
		l5 moveZ (-384,1,0.5,0.5);
		r5 moveZ (-384,1,0.5,0.5);
		r5 waittill ("movedone");
	}
}
i added on this new code:

Code: Select all

main()
{
	thread e5();
}
	e5()
{
	b5 = getent ("b5","targetname");
	f5 = getent ("f5","targetname");
	l5 = getent ("l5","targetname");
	r5 = getent ("r5","targetname");
	bottom5 = getent ("bottom5","targetname");
	trigger = getent ("e5","targetname");
	b5b = getent ("b5b","targetname");
	f5b = getent ("f5b","targetname");
	l5b = getent ("l5b","targetname");
	r5b = getent ("r5b","targetname");
	while(1)
	{
		trigger waittill ("trigger");
		bottom5 moveZ (2,1,0.5,0.5);
		b5b moveX (-40,1,0.5,0.5);
		f5b moveX (40,1,0.5,0.5);
		l5b moveY (40,1,0.5,0.5);
		r5b moveY (-40,1,0.5,0.5);
		wait(1);
		b5b moveX (40,1,0.5,0.5);
		f5b moveX (-40,1,0.5,0.5);
		l5b moveY (-40,1,0.5,0.5);
		r5b moveY (40,1,0.5,0.5);
		wait(1);
		b5 moveZ (66,1,0.5,0.5);
		f5 moveZ (66,1,0.5,0.5);
		l5 moveZ (66,1,0.5,0.5);
		r5 moveZ (66,1,0.5,0.5);
		wait(1);
		b5 moveX (-8,1,0.5,0.5);
		f5 moveX (8,1,0.5,0.5);
		l5 moveY (8,1,0.5,0.5);
		r5 moveY (-8,1,0.5,0.5);
		r5 waittill ("movedone");
		wait(2);
		bottom5 moveZ (318,2,0.5,0.5);
		b5 moveZ (318,2,0.5,0.5);
		f5 moveZ (318,2,0.5,0.5);
		l5 moveZ (318,2,0.5,0.5);
		r5 moveZ (318,2,0.5,0.5);
		r5 waittill ("movedone");
		wait(1);
		bottom5 moveX (-184,2,0.5,0.5);
		b5 moveX (-184,2,0.5,0.5);
		f5 moveX (-184,2,0.5,0.5);
		l5 moveX (-184,2,0.5,0.5);
		r5 moveX (-184,2,0.5,0.5);
		r5 waittill ("movedone");
		wait(2);
		bottom5 moveX (-52,2,0.5,0.5);
		bottom5 waittill ("movedone");
		wait(2);
		bottom5 moveZ (-320,1,0.5,0.5);
		b5 moveX (192,1,0.5,0.5);
		wait(1);
		bottom5 moveX (236,1,0.5,0.5);
		f5 moveX (176,1,0.5,0.5);
		l5 moveX (184,1,0.5,0.5);
		r5 moveX (184,1,0.5,0.5);
		wait(1);
		l5 moveY (-8,1,0.5,0.5);
		r5 moveY (8,1,0.5,0.5);
		wait(1);
		b5 moveZ (-384,1,0.5,0.5);
		f5 moveZ (-384,1,0.5,0.5);
		l5 moveZ (-384,1,0.5,0.5);
		r5 moveZ (-384,1,0.5,0.5);
		r5 waittill ("movedone");
		wait 10;	//ADDED BY INUYASHA, IT HELP TO ANTI GLITCH!
	}
}
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DYOR :-)

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Post by profinuyasha » October 24th, 2006, 7:49 pm

no thank to me?! How crude!
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DYOR :-)

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Post by Nightmare » October 24th, 2006, 8:29 pm

why did you bring this old topic back to life with such a usless post?

/locked
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet

-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]

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Post by Soviet » October 24th, 2006, 10:44 pm

well perfomed nm

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