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Automatons


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ConnorMcLeod
Veteran Member
Join Date: Jul 2006
Location: France (95)
Old 06-28-2012 , 16:57   Re: Automatons
Reply With Quote #21

your point
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dFF
sıɹɹoɥɔ ʞɔnu
Join Date: Oct 2009
Old 06-28-2012 , 17:01   Re: Automatons
Reply With Quote #22

Also, is possible to 'enable', 'disable' state per player ?

Last edited by dFF; 06-28-2012 at 17:15.
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ConnorMcLeod
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Join Date: Jul 2006
Location: France (95)
Old 06-28-2012 , 17:18   Re: Automatons
Reply With Quote #23

No, players indexes are represented by variables, aumatons are known stuff at compile time.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 06-28-2012 , 19:44   Re: Automatons
Reply With Quote #24

Quote:
your point
No, it's a fact.

Quote:
Originally Posted by dFF View Post
Also, is possible to 'enable', 'disable' state per player ?
Automaton is global to the plugin. You define automaton on funcions. You may read the Pawn Language about it.
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Last edited by Arkshine; 07-01-2012 at 07:30.
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