Class help
Hello.
This doesn't work. Can you help me please? Code:
And problem 2. When I set that to 1 class it still gives to ALL classes in my mod. What should I do? Problem 3. When I set xp, then if I set to example 10000000 xp then you don't raise any levels until you kill someone. Example. You are on level 0. I set xp to 100000 which is more than level 10's xp. You are still on level 0 but you raise levels for each kill instead. Here is the code i set for the levels/xp Code:
|
When I finish OOP module, it will greatly aid people like you...
|
1. dunno but this is the same thing but easier:
Code:
2. Code:
3. you probably have the level thing in DeathMsh event. |
Thank you, but the levels wont work, and it is still untested. Will test it later though. IP if you want to test 194.16.250.55:27015 (Dedicated Server and CZ :P )
And I got this from my server debug Code:
L 03/13/2006 - 16:52:39: [AMXX] Run time error 10: native error (native "set_user_health")How can I solve it and why does it show? I've included fun.inc Check this. It is my DeathMsg. Code:
TESTED! It doesn't work. Your level is set after a kill OR after a death with my command myth_addxp <user> <amount> So I think I will have to set a task for that one. The hp wont work. The plugin doesnt respond to the different classes. |
i think this works.
Code:
change your DeathMsg to this: Code:
set_user_hp(id, 100 + ..... and if you got a cvar, for giving xp, do something like this: Code:
hope this helps ya |
OK when I added that, then I wasn't able to start the server xD
Something wrong with it. Error message: Code:
Host_Error: WriteDest_Parm: not a clientServer doesn't respond to different classes either :cry: |
make sure the target is connected by something like
Code:
Not to sure which var is causing the problem |
Lol.
Since you helped me. Here's how I did it in my Ninja Mod. Global Level, Class, XP Variables. Code:
Give XP Command: Code:
Code:
Deatch MSG (gives XP amount from cvar): Code:
Code:
That works perfectly for me. And for the classes. I have them defined like so: Code:
Level XP requirements defined like so: Code:
Class powers like this: Code:
Code:
Each case is the Level of the Player. And I get their class like this Code:
Hope that made sense. |
on the lvl switch you have allready checked if the player is lvl 0, then u have a lvl 0 case.
and this does the same thing as your switch: Code:
|
Quote:
And let him do as he want to do it :wink: Btw should I create separate files to make it easier to see where I have all the scripts? Example. I've got an inl named myth_skills.inl and there I only have the things that belong to the skills the different classes have. |
| All times are GMT -4. The time now is 20:14. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.