| 02-23-2006, 06:03 AM | #2 |
the player would type -invite Linera for example that would invite said player. |
| 02-23-2006, 06:22 AM | #3 | |
Quote:
how many characters does "-invite" have? I counted 7 (unless you put a space there which I can't see) |
| 02-23-2006, 06:58 AM | #4 |
8 for the -invite_ _ is space then player's name. please someone help. I'm sick of working on this system yet i need it. So many headaches. |
| 02-23-2006, 01:38 PM | #5 |
lol I insist there is only 7. I checked the blank space after your -invite. I can only highlight only 1 blank character. if your string was "-invite " then I should have highlighted two blank characters. As any lines from the code you posted has 1 blank character at the end. Here is an example Code:
StackAmmo
Events
Player - Player 1 (Red) types a chat message containing -c as A substring
Player - Player 2 (Blue) types a chat message containing -c as A substring
Player - Player 3 (Teal) types a chat message containing -c as A substring
Player - Player 4 (Purple) types a chat message containing -c as A substring
Player - Player 5 (Yellow) types a chat message containing -c as A substring
Player - Player 6 (Orange) types a chat message containing -c as A substring
Player - Player 7 (Green) types a chat message containing -c as A substring
Conditions
(Substring((Entered chat string), 1, 2)) Equal to -c
Actions
Set SlotA[(Player number of (Triggering player))] = (Real((Substring((Entered chat string), 4, 4))))
Set SlotB[(Player number of (Triggering player))] = (Real((Substring((Entered chat string), 6, 6))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SlotA[(Player number of (Triggering player))] Greater than or equal to 1.00
SlotB[(Player number of (Triggering player))] Greater than or equal to 1.00
SlotA[(Player number of (Triggering player))] Less than or equal to 6.00
SlotB[(Player number of (Triggering player))] Less than or equal to 6.00
SlotA[(Player number of (Triggering player))] Not equal to SlotB[(Player number of (Triggering player))]
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AmmoStackingResearch[(Player number of (Triggering player))] Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by SurvUnitArray[(Player number of (Triggering player))] in slot (Integer(SlotA[(Player number of (Triggering player))])))) Equal to MachineGun Bullets (30 Bullets)
(Item-type of (Item carried by SurvUnitArray[(Player number of (Triggering player))] in slot (Integer(SlotB[(Player number of (Triggering player))])))) Equal to MachineGun Bullets (30 Bullets)
Then - Actions
Item - Set charges remaining in (Item carried by SurvUnitArray[(Player number of (Triggering player))] in slot (Integer(SlotA[(Player number of (Triggering player))]))) to ((Charges remaining in (Item carried by SurvUnitArray[(Player number of (Triggering player))] in slot (Integer(SlotA[(Player number of (Triggering player))])))) + (Charges remaining in (Item carried by SurvUnitArray[(Player number of (Triggering player))] in
Item - Remove (Item carried by SurvUnitArray[(Player number of (Triggering player))] in slot (Integer(SlotB[(Player number of (Triggering player))])))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by SurvUnitArray[(Player number of (Triggering player))] in slot (Integer(SlotA[(Player number of (Triggering player))])))) Equal to Pistol Bullets (7 bullets)
(Item-type of (Item carried by SurvUnitArray[(Player number of (Triggering player))] in slot (Integer(SlotB[(Player number of (Triggering player))])))) Equal to Pistol Bullets (7 bullets)
Then - Actions
Item - Set charges remaining in (Item carried by SurvUnitArray[(Player number of (Triggering player))] in slot (Integer(SlotA[(Player number of (Triggering player))]))) to ((Charges remaining in (Item carried by SurvUnitArray[(Player number of (Triggering player))] in slot (Integer(SlotA[(Player number of (Triggering player))])))) + (Charges remaining in (Item carried by SurvUnitArray[(Player number of (Triggering player))] in
Item - Remove (Item carried by SurvUnitArray[(Player number of (Triggering player))] in slot (Integer(SlotB[(Player number of (Triggering player))])))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by SurvUnitArray[(Player number of (Triggering player))] in slot (Integer(SlotA[(Player number of (Triggering player))])))) Equal to Shotgun Shells
(Item-type of (Item carried by SurvUnitArray[(Player number of (Triggering player))] in slot (Integer(SlotB[(Player number of (Triggering player))])))) Equal to Shotgun Shells
Then - Actions
Item - Set charges remaining in (Item carried by SurvUnitArray[(Player number of (Triggering player))] in slot (Integer(SlotA[(Player number of (Triggering player))]))) to ((Charges remaining in (Item carried by SurvUnitArray[(Player number of (Triggering player))] in slot (Integer(SlotA[(Player number of (Triggering player))])))) + (Charges remaining in (Item carried by SurvUnitArray[(Player number of (Triggering player))] in
Item - Remove (Item carried by SurvUnitArray[(Player number of (Triggering player))] in slot (Integer(SlotB[(Player number of (Triggering player))])))
Else - Actions
Do nothing
Set SlotA[(Player number of (Triggering player))] = 0.00
Set SlotB[(Player number of (Triggering player))] = 0.00
Else - Actions
Game - Display to (Player group((Triggering player))) the text: You will need to re...
Set SlotA[(Player number of (Triggering player))] = 0.00
Set SlotB[(Player number of (Triggering player))] = 0.00
Else - Actions
Set SlotA[(Player number of (Triggering player))] = 0.00
Set SlotB[(Player number of (Triggering player))] = 0.00 |
| 02-23-2006, 07:14 PM | #6 |
found the problem in this small trigger: Trigger: Then - Actions
![]() Custom script: set udg_EmptyParty = GetEmptyParty()
![]() Player Group - Add temp_player to Party[EmptyParty]
![]() Player Group - Add (Triggering player) to Party[EmptyParty]
![]() Game - Display to (All players) the text: temp_string
![]() Game - Display to (All players) the text: (Name of temp_player)see first post for full trigger |
