How to exclude give of 1 player? If the code:
[lua]
local noobs = table.Copy(players)
table.RemoveByValue(noobs, error)
local weapon1 = table.Random(noobs)
if IsValid(weapon1) then
weapon1:Give("weapon_1")
end
local noobs = table.Copy(players)
table.RemoveByValue(noobs, murderer)
local weapon2 = table.Random(noobs)
if ( team.NumPlayers( 2 ) >= 2 ) then
if IsValid(weapon2) then
weapon2:Give("weapon_2")
end
end
local weapon3 = table.Random(noobs)
if ( team.NumPlayers( 2 ) >= 3 ) then
if IsValid(weapon3) then
spy:Give("weapon_3")
end
end
[/lua]
What?
If you don't want to give a weapon to one specific player you could check for his SteamID I guess. What you're asking doesn't make too much sense.
Is it not possible 1 player did not give?
[QUOTE=giraff;48886873]Is it not possible 1 player did not give?[/QUOTE]
It might be possible. We can not understand you. Sorry.
Here is a shot in the dark:
[code]
-- So first it looks like we want to get all players
local playerList = players.GetAll()
-- We will remove a player from the list who is known as a error, otherwise find someone's Steam ID
table.RemoveByValue( playerList, IsValid( error ) and error or player.GetBySteamID( "STEAM_0:0:1" ) )
-- After removing the player we're going to give a random player a weapon
local randomPlayer1 = table.Random( playerList )
-- Make sure the random player we selected is valid, they should be, then give them a weapon
if IsValid( randomPlayer1 ) then
randomPlayer1:Give( "weapon_1" )
end
-- Now we will refresh the list of players
local playerList = players.GetAll()
-- We will again remove a player from the list who is known as a murderer, otherwise lets go with a Steam ID again
table.RemoveByValue( playerList, IsValid( murderer ) and murderer or player.GetBySteamID( "STEAM_0:0:1" ) )
-- After removing the player, we will check to see if team 2 has at least 2 players
if team.NumPlayers( 2 ) >= 2 then
-- If team 2 does have 2 or more players, select a random player from our list
local randomPlayer2 = table.Random( playerList )
-- Make sure the random player we selected is valid, they should be, then give them a weapon
if IsValid( randomPlayer2 ) then
randomPlayer2:Give( "weapon_2" )
end
end
-- Finally we have our third weapon, but first we have to check if team 2 has more than 3 players
if team.NumPlayers( 2 ) >= 3 then
-- If team 2 does have 3 or more players, select a random player from our list without refreshing the player list
local randomPlayer3 = table.Random( playerList )
-- Lets check to see if the player we just selected is valid, it should be
if IsValid( randomPlayer3 ) then
-- If 'spy' is valid lets give the weapon to the 'spy' entity if it exists, otherwise lets use our random player
if IsValid( spy ) then
-- The spy entity exists and is being given the weapon
spy:Give( "weapon_3" )
else
-- The spy entity doesn't exist and so we're giving the weapon to our random player
randomPlayer3:Give( "weapon_3" )
end
end
end
[/code]
I already told you to look at the [URL="https://facepunch.com/showthread.php?t=1460926"]Translators [/URL]thread.
We can't understand what you're saying ._.
[CODE]local faggots = { "STEAM_1337" }
for _, ply in pairs(player.GetAll()) do
if table.HasValue( faggots, v:SteamID() ) then continue end -- skip blacklisted players
print("wew")
end[/CODE]
[QUOTE=legendofrobbo;48899434][CODE]local faggots = { "STEAM_1337" }
for _, ply in pairs(player.GetAll()) do
if table.HasValue( faggots, v:SteamID() ) then continue end -- skip blacklisted players
print("wew")
end[/CODE][/QUOTE]
You forgot the STEAM_0:X:
[QUOTE=SexyBeast70;48900380]You forgot the STEAM_0:X:[/QUOTE]
ok
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