Timer & Keybind not working

Posts 18 of 8 · Page 1 of 1
Timer & Keybind not working
EDIT: A bit misleading title, I want to know how to make a timer, not a timer that doesnt work.
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1. How to make a simple timer, to say how long it is until you can <stuff>?
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2. So I got this from RTD3 and adding/changing stuff. But the +frag, G, wont work. I've tried changing keybinds and all that, but it just doesnt work. How come?
Code:
chooseClass(name1, number1, name2, number2, name3, number3, name4, number4, name5, number5, name6, number6)
{
self endon("death");
			self VisionSetNakedForPlayer("black_bw", 0);
			self thread Vision("black_bw");
			self freezeControls(true);

			Roll1 = self createFontString( "bigfixed", 0.6 );
			Roll1 setPoint( "CENTER", "CENTER", 0, -100 );
			Roll1 setText( "Press ^3[{+moveleft}]^7 for " +name1 +" [" +(number1-1) +"]" );
			self thread Death(Roll1);

                  Roll2 = self createFontString( "bigfixed", 0.6 );
			Roll2 setPoint( "CENTER", "CENTER", 0, -25 );
			Roll2 setText( "Press ^3[{+back}]^7 for " +name2 +" [" +(number2-1) +"]" );
			self thread Death(Roll2);

                 	Roll3 = self createFontString( "bigfixed", 0.6 );
			Roll3 setPoint( "CENTER", "CENTER", 0, 115 );
			Roll3 setText( "Press ^3[{+activate}]^7 for " +name3 +" [" +(number3-1) +"]" );
			self thread Death(Roll3);

                 	Roll4 = self createFontString( "bigfixed", 0.6 );
			Roll4 setPoint( "CENTER", "CENTER", 0, -85 );
			Roll4 setText( "Press ^3[{+forward}]^7 for " +name4 +" [" +(number4-1) +"]" );
			self thread Death(Roll4);

                  Roll5 = self createFontString( "bigfixed", 0.6 );
			Roll5 setPoint( "CENTER", "CENTER", 0, -115 );
			Roll5 setText( "Burster - Choose a Weapon" );
			self thread Death(Roll5);

                  Roll6 = self createFontString( "bigfixed", 0.6 ); //70
			Roll6 setPoint( "CENTER", "CENTER", 0, 45 );
			Roll6 setText( "Press ^3[{+moveright}]^7 for " +name5 +" [" +(number5-1) +"]" ); //PROBS
			self thread Death(Roll6);

                  Roll7 = self createFontString( "bigfixed", 0.6 ); //70
			Roll7 setPoint( "CENTER", "CENTER", 0, 130 );
			Roll7 setText( "Press ^3[{+frag}]^7 for " +name6 +" [" +(number6-1) +"]" );
			self thread Death(Roll7);

                  BurstIcon = createIcon( "cardicon_doubletap", 40, 35 );
	            BurstIcon setPoint( "CENTER", "CENTER", 120, -100 );        //ICON
	            BurstIcon.hideWhenInMenu = true;
                  self thread Death(BurstIcon);

                  RushIcon = createIcon( "cardicon_boot", 40, 35 );
	            RushIcon setPoint( "CENTER", "CENTER", 120, -25 );       
	            RushIcon.hideWhenInMenu = true;
                  self thread Death(RushIcon);

                  JuggyIcon = createIcon( "cardicon_juggernaut_1", 40, 35 );
	            JuggyIcon setPoint( "CENTER", "CENTER", 120, 115 );              //ICON
	            JuggyIcon.hideWhenInMenu = true; 
                  self thread Death(JuggyIcon);

                  SniperIcon = createIcon( "cardicon_sniperscope", 40, 35 );
	            SniperIcon setPoint( "CENTER", "CENTER", 120, 45 );              //ICON
	            SniperIcon.hideWhenInMenu = true; 
                  self thread Death(SniperIcon);

                  Instruction = self createFontString( "objective", 1.0 );
                  Instruction setPoint( "TOPLEFT", "TOPLEFT", 4, 300 );
                  Instruction setText("^3[SPECIALS]");
                  self thread Death(Instruction);

                  Instruction2 = self createFontString( "objective", 0.7 );
                  Instruction2 setPoint( "TOPLEFT", "TOPLEFT", 4, 314 );
                  Instruction2 setText("^3[Burster] ^7- ^7Increased Fire Rate for 7.5 sec");
                  self thread Death(Instruction2);

                  Instruction3 = self createFontString( "objective", 0.7 );
                  Instruction3 setPoint( "TOPLEFT", "TOPLEFT", 4, 324 );
                  Instruction3 setText("^3[Rusher] ^7- Increased Speed for 5 sec");
                  self thread Death(Instruction3);

                  Instruction4 = self createFontString( "objective", 0.7 );
                  Instruction4 setPoint( "TOPLEFT", "TOPLEFT", 4, 334 );
                  Instruction4 setText("^3[Juggernaut] ^7- RPD for 5 sec");
                  self thread Death(Instruction4);
 
                  Instruction5 = self createFontString( "objective", 0.7 );
                  Instruction5 setPoint( "TOPLEFT", "TOPLEFT", 4, 344 );
                  Instruction5 setText("^3[Sniper] ^7- Small Crosshair for 7.5 sec");
                  self thread Death(Instruction5);

                  Instruction6 = self createFontString( "objective", 0.7 );
                  Instruction6 setPoint( "TOPLEFT", "TOPLEFT", 4, 354 );
                  Instruction6 setText("^3[Heartbeater] ^7- Heartbeat sweeps faster for 7.5 sec");
                  self thread Death(Instruction6);
			
                  self notifyOnPlayercommand("G", "+frag");
			class =	 self waittill_any_return( "A", "S", "F", "W", "D", "G" );
			self freezeControls(false);
			self notify("stopvision");
			self VisionSetNakedForPlayer( getDvar("mapname"), 1 );
                  BurstIcon destroy();
                  RushIcon destroy();
                  JuggyIcon destroy();
                  SniperIcon destroy();
                  Roll1 destroy();
                  Roll2 destroy();
                  Roll3 destroy();
                  Roll4 destroy();
                  Roll5 destroy();
                  Roll6 destroy();
                  Roll7 destroy();
                  Instruction destroy();
                  Instruction2 destroy();
                  Instruction3 destroy();
                  Instruction4 destroy();
                  Instruction5 destroy();
                  Instruction6 destroy();
				if(class == "A") self thread doRandom(number1);
				if(class == "S") self thread doRandom(number2);
				if(class == "F") self thread doRandom(number3);
                        if(class == "W") self thread doRandom(number4);
                        if(class == "D") self thread doRandom(number5);
                        if(class == "G") self thread doRandom(number6);
}
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Could I ask two more questions?
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Make a weapon have a GL, just haven't seemed to work for me. It shows up on the weapon, but you cant switch to it.
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Code for blast shield, and code to increase how much it can resist.
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lalalol --bump--
Ehm, lolwut
for the timer look at this, i made it for my gungame:

Code:
spawnProtection() //called on spawn
{
	self show();
	temp = true;
	self.protectiontimer = createTimer( "hudsmall", 1.0 );
	self.protectiontimer setPoint( "CENTER", "BOTTOM", 0, -200);
	self.protectiontimer setTimer( level.spawnProtectionTime );
	self.protectiontimer.color = (0.8,0.8,0.8);
	self.protectiontimer.foreground = true;
	self.protectionTimerText = self createFontString( "default", 1.5);
	self.protectionTimerText setParent( self.protectiontimer );
	self.protectionTimerText setPoint( "BOTTOM", "TOP" );
	self.protectionTimerText setText("^1Spawn protection ends in:");
	time = 0.0;
	while (time < level.spawnProtectionTime)
	{
		if(temp)
			self hide();
		else
			self show();
		self.health = 999;
		time += 0.1;
		temp = !temp;
		wait 0.1;
	}
	self.protectionTimerText destroy();
	self.protectiontimer destroy();
	self.health = self.maxHealth;
	self show();
}
where level.spawnProtectionTime is the time until the timer expires
Quote Originally Posted by ch40s View Post
for the timer look at this, i made it for my gungame:

Code:
spawnProtection() //called on spawn
{
	self show();
	temp = true;
	self.protectiontimer = createTimer( "hudsmall", 1.0 );
	self.protectiontimer setPoint( "CENTER", "BOTTOM", 0, -200);
	self.protectiontimer setTimer( level.spawnProtectionTime );
	self.protectiontimer.color = (0.8,0.8,0.8);
	self.protectiontimer.foreground = true;
	self.protectionTimerText = self createFontString( "default", 1.5);
	self.protectionTimerText setParent( self.protectiontimer );
	self.protectionTimerText setPoint( "BOTTOM", "TOP" );
	self.protectionTimerText setText("^1Spawn protection ends in:");
	time = 0.0;
	while (time < level.spawnProtectionTime)
	{
		if(temp)
			self hide();
		else
			self show();
		self.health = 999;
		time += 0.1;
		temp = !temp;
		wait 0.1;
	}
	self.protectionTimerText destroy();
	self.protectiontimer destroy();
	self.health = self.maxHealth;
	self show();
}
where level.spawnProtectionTime is the time until the timer expires
Perhaps something.. easier? >.<

Code:
doTimer() {
	time = 30;
	for (;;) {
		for(i=1;i<(time);i++)
		{
			wait 1;
			level.timeleft = (time - i);
		}
	}
}
Why doesnt for example, this work?

Then have text added with level.timeleft
why do you have two for() loops, the outer one is not needed...


greetz
forgot to say I didnt make it, ehe.
Try this 1
Code:
DoTimer()
{
	level endon ( "game_ended" );
	
	if(!isDefined(level.Time))
	{
		level.intermission = 0;
		level.Time = 120;
		level.gameState = "waiting";
	}
	
		for(ZST = 120; ZST > -1; ZST--)
		{
			level.Time = ZST;
			wait 1;
			
	
			if(level.Time == 0)
			{
				level Tread Name	
				level.gameState = "playing";

							}
		}
}
Posts 18 of 8 · Page 1 of 1
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