61
on: August 20, 2017, 06:59:17 PM
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Started by maximus_asinus - Last post by maximus_asinus | ||
Is there a reason why you prefer one over the other? They appear to function the same if you're using it in that manner.
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62
on: August 20, 2017, 03:27:36 PM
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Started by maximus_asinus - Last post by maximus_asinus | ||
Most "can i b admin"s aren't a big deal. But occasionally you get someone who spends hours/days/weeks/months begging for it non stop.The worst I've had is someone ask about 3 times, and when I didn't respond he kindly told me to fellate him. But I've only been at this a few weeks. ![]() |
63
on: August 20, 2017, 01:23:16 PM
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Started by maximus_asinus - Last post by Racil | ||
Don't remember, did that guy who was following me and my friends for over a year also beg to be admin for that long, or just ask you to make a server for him?
Or maybe he never actually asked to be admin, just for you to make him a server? |
64
on: August 20, 2017, 06:19:28 AM
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Started by maximus_asinus - Last post by Thor | ||
Code: [Select] function onPlayerEnters() { Using a single = will always treat the conditional as TRUE, it should be ==. Better yet if you're storing boolean values (true/false or 1/0) you can just do: Code: [Select] function onPlayerEnters() { or Code: [Select] function onPlayerEnters() { -------- Rather than use a timeout I use scheduleEvent(), which can be cancelled with cancelEvents("action"). Code: [Select]
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65
on: August 20, 2017, 02:59:27 AM
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Started by maximus_asinus - Last post by Thor | ||
Most "can i b admin"s aren't a big deal. But occasionally you get someone who spends hours/days/weeks/months begging for it non stop.
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66
on: August 20, 2017, 01:21:42 AM
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Started by maximus_asinus - Last post by maximus_asinus | ||
Sorry to bring this back up. I'm not sure if this is appropriate to talk about here or if I should ask these questions on the other forum.
I've been reviewing the water script and I finally got to a point where I somewhat understand what is happening. I tried to add on draining functionality (which works) but it is definitely hacked together. Do you have any advice on how to clean this up? Code: [Select] // setting variables and giving the object a name |
67
on: August 19, 2017, 04:40:11 PM
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Started by maximus_asinus - Last post by maximus_asinus | ||
I get asked about 3 times a day. I now understand your struggle, Thor.
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68
on: August 18, 2017, 01:30:31 PM
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Started by maximus_asinus - Last post by Thor | ||
Seems awkward to post about this here unless it's specific to Classic.
I posted a reply at http://forums.graalonline.com/forums/showthread.php?p=1741824#post1741824 |
69
on: August 17, 2017, 10:36:43 PM
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Started by maximus_asinus - Last post by maximus_asinus | ||
Quick update:
I went back and tried public function again after reading a post by fp4 and got something that ALMOST works. CLASS A Code: [Select] //#CLIENTSIDE CLASS B Code: [Select] //#CLIENTSIDE The problem is only the last NPC to join Class B will receive the update. If I could get around that I would be all set. |
70
on: August 17, 2017, 06:28:46 PM
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Started by maximus_asinus - Last post by maximus_asinus | ||
Maybe you can answer me. This my post from the other forums:
Quote is it possible for two classes to communicate? I can do a hack solution like a check in a looping timeout but I feel like this can be done with a trigger, and I don't want to use triggeraction if I have 20 different blocks. Want to make something that will allow me to just drag-and-drop these for the most part. |