why not an enum?Gugli wrote:Code: Select all
// Only one of these 4 Booleans can be true at once Boolean IsOnPlayer; Boolean IsOnAnchor; Boolean IsInWorld; Boolean IsUnspawned; /////////

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why not an enum?Gugli wrote:Code: Select all
// Only one of these 4 Booleans can be true at once Boolean IsOnPlayer; Boolean IsOnAnchor; Boolean IsInWorld; Boolean IsUnspawned; /////////
Good idea indeed, it will be far better !steeffeen wrote: why not an enum?
hehe great!Gugli wrote:Good idea indeed, it will be far better !
(The underlying system isn't direclty an enum, and requires bitmasks checks, but it will be better to hide that from the script API. As often when coding, I lacked perspective ^_^..)
Thanks for the help. xD
No it does not, it sets a netwrite variabele (which can be retrieved in client-sided scripts).alividerci wrote:but i know this code update your numbers of weaponsbut it is not workedCode: Select all
declare UI <=> UIManager.GetUI(Player); if (UI != Null) { declare netwrite Integer Net_Combo_AmmoUpdate for UI; declare netwrite Integer[Text] Net_Combo_AmmoMax for UI; Net_Combo_AmmoUpdate = Now; Net_Combo_AmmoMax = AmmoMax; }
hmmm, i solved my problem thx allTGYoshi wrote:No it does not, it sets a netwrite variabele (which can be retrieved in client-sided scripts).alividerci wrote:but i know this code update your numbers of weaponsbut it is not workedCode: Select all
declare UI <=> UIManager.GetUI(Player); if (UI != Null) { declare netwrite Integer Net_Combo_AmmoUpdate for UI; declare netwrite Integer[Text] Net_Combo_AmmoMax for UI; Net_Combo_AmmoUpdate = Now; Net_Combo_AmmoMax = AmmoMax; }
It's probably to show the numbers above the ammo bar in the combo mode.
Good. You see, when you try hard you always find a solution at the end.alividerci wrote:hmmm, i solved my problem thx all
Really?!!TGYoshi wrote:You're not able to do so yet.
When it's ready.faserg1 wrote:Eole, how soon I can create my own item? (I like animation of this items, I like the light of this items, I like it!)
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