• E2 Help..
    2 replies, posted
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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