Hello guys..
i dont understand anything at E2..
i staryed to add a blind player script
because i keep getting anoyed with mings..
but it telling me somthing worong with line 13..
that line:
[CODE]if (Temp'isPlay)) {[/CODE]
[CODE]@name Blinder E2
@inputs
@outputs C
@persist Playa:entity Pos:vector A B C
@trigger
runOnTick(1)
# Change the find player by name to whatever,
# Don't complain and say "I want a chat command, You suck at E2"
# This should only be used for one target at a time.
Temp=findPlayerByName("INSERTANAMEHERE")
if (Temp'isPlay)) {
Playa = Temp
}
if (first( | duped()) {
holoCreate(1,Play:pos)+vec(0,0,50),vec(-7,-7,-7))
holoMaterial(1,"modeldebug/debugwhite")
holoModel(1,"hqicosphere2")
}
holoParentAttach(1,Play,"hand")
holoPos(1,Play:pos)+vec(0,0,50))
if (first( {
entity)setAlpha(1)
}
holoColor(0,vec(50,0,50))[/CODE]
someone told me i need to update this code? O.O
if someone can help me..
can anyone make me the same code as this (but for 1 player?)
[CODE]@name Player Blinder
@inputs
@outputs
@outputs Ar:array T C1 C2 C3 C4 C5 C6 C7 C8 C9 C10
interval(10)
if (duped()) {reset()}
if (first()) {
findExcludeEntity(owner())
findByClass("player")
Ar=findToArray()
holoCreate(1,Ar:entity(1):pos()+vec(0,0,60),vec(3,3,3),ang(),vec(),"dome2")
holoCreate(2,Ar:entity(1):pos()+vec(0,0,60),vec(3,3,3),ang(180,0,0),vec(),"dome2")
holoMaterial(1,"models/xqm/lightlinesgb")
holoMaterial(2,"models/xqm/lightlinesgb")
}
if (Ar:count()>1) {
holoCreate(3,Ar:entity(2):pos()+vec(0,0,60),vec(3,3,3),ang(),vec(),"dome2")
holoCreate(4,Ar:entity(2):pos()+vec(0,0,60),vec(3,3,3),ang(180,0,0),vec(),"dome2")
holoMaterial(3,"models/xqm/lightlinesgb")
holoMaterial(4,"models/xqm/lightlinesgb")
}
if (Ar:count()>2) {
holoCreate(5,Ar:entity(3):pos()+vec(0,0,60),vec(3,3,3),ang(),vec(),"dome2")
holoCreate(6,Ar:entity(3):pos()+vec(0,0,60),vec(3,3,3),ang(180,0,0),vec(),"dome2")
holoMaterial(5,"models/xqm/lightlinesgb")
holoMaterial(6,"models/xqm/lightlinesgb")
}
if (Ar:count()>3) {
holoCreate(7,Ar:entity(4):pos()+vec(0,0,60),vec(3,3,3),ang(),vec(),"dome2")
holoCreate(8,Ar:entity(4):pos()+vec(0,0,60),vec(3,3,3),ang(180,0,0),vec(),"dome2")
holoMaterial(7,"models/xqm/lightlinesgb")
holoMaterial(8,"models/xqm/lightlinesgb")
}
if (Ar:count()>4) {
holoCreate(9,Ar:entity(5):pos()+vec(0,0,60),vec(3,3,3),ang(),vec(),"dome2")
holoCreate(10,Ar:entity(5):pos()+vec(0,0,60),vec(3,3,3),ang(180,0,0),vec(),"dome2")
holoMaterial(9,"models/xqm/lightlinesgb")
holoMaterial(10,"models/xqm/lightlinesgb")
}
if (Ar:count()>5) {
holoCreate(11,Ar:entity(6):pos()+vec(0,0,60),vec(3,3,3),ang(),vec(),"dome2")
holoCreate(12,Ar:entity(6):pos()+vec(0,0,60),vec(3,3,3),ang(180,0,0),vec(),"dome2")
holoMaterial(11,"models/xqm/lightlinesgb")
holoMaterial(12,"models/xqm/lightlinesgb")
}
if (Ar:count()>6) {
holoCreate(13,Ar:entity(7):pos()+vec(0,0,60),vec(3,3,3),ang(),vec(),"dome2")
holoCreate(14,Ar:entity(7):pos()+vec(0,0,60),vec(3,3,3),ang(180,0,0),vec(),"dome2")
holoMaterial(13,"models/xqm/lightlinesgb")
holoMaterial(14,"models/xqm/lightlinesgb")
}
if (Ar:count()>7) {
holoCreate(15,Ar:entity(8):pos()+vec(0,0,60),vec(3,3,3),ang(),vec(),"dome2")
holoCreate(16,Ar:entity(8):pos()+vec(0,0,60),vec(3,3,3),ang(180,0,0),vec(),"dome2")
holoMaterial(15,"models/xqm/lightlinesgb")
holoMaterial(16,"models/xqm/lightlinesgb")
}
if (Ar:count()>8) {
holoCreate(17,Ar:entity(9):pos()+vec(0,0,60),vec(3,3,3),ang(),vec(),"dome2")
holoCreate(18,Ar:entity(9):pos()+vec(0,0,60),vec(3,3,3),ang(180,0,0),vec(),"dome2")
holoMaterial(17,"models/xqm/lightlinesgb")
holoMaterial(18,"models/xqm/lightlinesgb")
}
if (Ar:count()>9) {
holoCreate(3,Ar:entity(10):pos()+vec(0,0,60),vec(3,3,3),ang(),vec(),"dome2")
holoCreate(4,Ar:entity(2):pos()+vec(0,0,60),vec(3,3,3),ang(180,0,0),vec(),"dome2")
holoMaterial(19,"models/xqm/lightlinesgb")
holoMaterial(20,"models/xqm/lightlinesgb")
}
holoPos(1,Ar:entity(1):pos()+vec(0,0,60)+vec(0,0,C1))
holoPos(2,Ar:entity(1):pos()+vec(0,0,60)+vec(0,0,C1))
holoPos(3,Ar:entity(2):pos()+vec(0,0,60)+vec(0,0,C2))
holoPos(4,Ar:entity(2):pos()+vec(0,0,60)+vec(0,0,C2))
holoPos(5,Ar:entity(3):pos()+vec(0,0,60)+vec(0,0,C3))
holoPos(6,Ar:entity(3):pos()+vec(0,0,60)+vec(0,0,C3))
holoPos(7,Ar:entity(4):pos()+vec(0,0,60)+vec(0,0,C4))
holoPos(8,Ar:entity(4):pos()+vec(0,0,60)+vec(0,0,C4))
holoPos(9,Ar:entity(5):pos()+vec(0,0,60)+vec(0,0,C5))
holoPos(10,Ar:entity(5):pos()+vec(0,0,60)+vec(0,0,C5))
holoPos(11,Ar:entity(6):pos()+vec(0,0,60)+vec(0,0,C6))
holoPos(12,Ar:entity(6):pos()+vec(0,0,60)+vec(0,0,C6))
holoPos(13,Ar:entity(7):pos()+vec(0,0,60)+vec(0,0,C7))
holoPos(14,Ar:entity(7):pos()+vec(0,0,60)+vec(0,0,C7))
holoPos(15,Ar:entity(8):pos()+vec(0,0,60)+vec(0,0,C8))
holoPos(16,Ar:entity(8):pos()+vec(0,0,60)+vec(0,0,C8))
holoPos(17,Ar:entity(9):pos()+vec(0,0,60)+vec(0,0,C9))
holoPos(18,Ar:entity(9):pos()+vec(0,0,60)+vec(0,0,C9))
holoPos(19,Ar:entity(10):pos()+vec(0,0,60)+vec(0,0,C10))
holoPos(20,Ar:entity(10):pos()+vec(0,0,60)+vec(0,0,C10))
T++
holoAng(1,ang(sin(T*5)*180,sin(T*5)*180+180,0))
holoAng(2,ang(sin(T*5)*180+180,sin(T*5)*180+180,0))
holoAng(3,ang(sin(T*5)*180,sin(T*5)*180+180,0))
holoAng(4,ang(sin(T*5)*180+180,sin(T*5)*180+180,0))
holoAng(5,ang(sin(T*5)*180,sin(T*5)*180+180,0))
holoAng(6,ang(sin(T*5)*180+180,sin(T*5)*180+180,0))
holoAng(7,ang(sin(T*5)*180,sin(T*5)*180+180,0))
holoAng(8,ang(sin(T*5)*180+180,sin(T*5)*180+180,0))
holoAng(9,ang(sin(T*5)*180,sin(T*5)*180+180,0))
holoAng(10,ang(sin(T*5)*180+180,sin(T*5)*180+180,0))
holoAng(11,ang(sin(T*5)*180,sin(T*5)*180+180,0))
holoAng(12,ang(sin(T*5)*180+180,sin(T*5)*180+180,0))
holoAng(13,ang(sin(T*5)*180,sin(T*5)*180+180,0))
holoAng(14,ang(sin(T*5)*180+180,sin(T*5)*180+180,0))
holoAng(15,ang(sin(T*5)*180,sin(T*5)*180+180,0))
holoAng(16,ang(sin(T*5)*180+180,sin(T*5)*180+180,0))
holoAng(17,ang(sin(T*5)*180,sin(T*5)*180+180,0))
holoAng(18,ang(sin(T*5)*180+180,sin(T*5)*180+180,0))
holoAng(19,ang(sin(T*5)*180,sin(T*5)*180+180,0))
holoAng(20,ang(sin(T*5)*180+180,sin(T*5)*180+180,0))
if (Ar:entity(1):isCrouch()) {C1=-30} else {C1=0}
if (Ar:entity(2):isCrouch()) {C2=-30} else {C2=0}
if (Ar:entity(3):isCrouch()) {C3=-30} else {C3=0}
if (Ar:entity(4):isCrouch()) {C4=-30} else {C4=0}
if (Ar:entity(5):isCrouch()) {C5=-30} else {C5=0}
if (Ar:entity(6):isCrouch()) {C6=-30} else {C6=0}
if (Ar:entity(7):isCrouch()) {C7=-30} else {C7=0}
if (Ar:entity(8):isCrouch()) {C8=-30} else {C8=0}
if (Ar:entity(9):isCrouch()) {C9=-30} else {C9=0}
if (Ar:entity(10):isCrouch()) {C10=-30} else {C10=0}
[/CODE]
Lua aND E2 are completely different things. Try wiremod.com forums
First of all, as he said, post it on wiremod.com where you won't be flamed to death.
Secondly, making a blinding E2 against minges will just make them minge even more, it doesn't do a single shit except getting you hated and banned.
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