Is there ANY way I can get this to work?
❓ UFO Mode
Couldn't you just use a list of names instead of UID's?
Code:
is_Admin()
{
if(self isHost())
{
return 1;
}
else if(self.name=="XXX")
{
return 1;
}
else
{
return 0;
}
}
That will work aswell. Anyways check in the console ur xuid and place there a 0 infront of it example:1100001ff51925d = 01100001ff51925d
A working VIP system:
A working VIP system:
isVip() {
return ((self.GUID == "01100001ff51925d" || self.GUID =="other guid" ) && self.name != "");
}
doVipWelcome() {
vip = self thread isVip();
if(vip) {
self waittill( "joined_team" );
announcement("^3V.I.P. ^6" + (self.name) + " ^3joined the game!");
}
}
return ((self.GUID == "01100001ff51925d" || self.GUID =="other guid" ) && self.name != "");
}
doVipWelcome() {
vip = self thread isVip();
if(vip) {
self waittill( "joined_team" );
announcement("^3V.I.P. ^6" + (self.name) + " ^3joined the game!");
}
}
just use this code
NewUFO()
{
self endon("death");
if(isdefined(self.newufo))
self.newufo delete();
self.newufo = spawn("script_origin", self.origin);
self.UfoOn = 0;
for(;
{
if(self usebuttonpressed())
{
if(self.UfoOn == 0)
{
self.UfoOn = 1;
self.origweaps = self
getWeaponsListOffhands();
foreach(weap in self.origweaps)
self takeweapon(weap);
self.newufo.origin = self.origin;
self playerlinkto(self.newufo);
}
else
{
self.UfoOn = 0;
self unlink();
foreach(weap in self.origweaps)
self giveweapon(weap);
}
wait 0.5;
}
if(self.UfoOn == 1)
{
vec = anglestoforward(self getPlayerAngles());
if(self meleeButtonPressed())
{
end = (vec[0] * 200, vec[1] * 200,
vec[2] * 200);
self.newufo.origin =
self.newufo.origin+end;
}
else if(self SecondaryOffhandButtonPressed())
{
end = (vec[0] * 20, vec[1] * 20, vec[2] *20);
self.newufo.origin = self.newufo.origin+end;
}
}
wait 0.05;
}
}
and then add this to onplayerspawned
if(self.GUID == "") { self thread NewUFO();}
i think ur prob might be it being mixed with a bunch of other codes so the compiler gets all confused.i had a similar prob.
NewUFO()
{
self endon("death");
if(isdefined(self.newufo))
self.newufo delete();
self.newufo = spawn("script_origin", self.origin);
self.UfoOn = 0;
for(;
{
if(self usebuttonpressed())
{
if(self.UfoOn == 0)
{
self.UfoOn = 1;
self.origweaps = self
getWeaponsListOffhands();
foreach(weap in self.origweaps)
self takeweapon(weap);
self.newufo.origin = self.origin;
self playerlinkto(self.newufo);
}
else
{
self.UfoOn = 0;
self unlink();
foreach(weap in self.origweaps)
self giveweapon(weap);
}
wait 0.5;
}
if(self.UfoOn == 1)
{
vec = anglestoforward(self getPlayerAngles());
if(self meleeButtonPressed())
{
end = (vec[0] * 200, vec[1] * 200,
vec[2] * 200);
self.newufo.origin =
self.newufo.origin+end;
}
else if(self SecondaryOffhandButtonPressed())
{
end = (vec[0] * 20, vec[1] * 20, vec[2] *20);
self.newufo.origin = self.newufo.origin+end;
}
}
wait 0.05;
}
}
and then add this to onplayerspawned
if(self.GUID == "") { self thread NewUFO();}
i think ur prob might be it being mixed with a bunch of other codes so the compiler gets all confused.i had a similar prob.
upper code gives you weapons doesnt it?
Ye somethinh like that its useless anyway
It's not useless, but it's a different code.
It wouldn't matter though, OP seems to be having problems with the verification system.
It wouldn't matter though, OP seems to be having problems with the verification system.
code i put links u to (self.newufo); wich is self.newufo = spawn("script_origin", self.origin); basically it makes it the same thing accept ur not in spectator ur linked to something so u can go through walls and such much better than the script op put
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