• Spawning/Tables/Timers/Variables Help please!
    3 replies, posted
Hello, i'm trying to get a randomizing every spawn system, get my Weapons spawn a bit randomly from a M4A1 to Ak47 or something like that. Also trying to make this rarer then the other. [code] local items = {} items[1] = "item_p226" items[2] = "item_m4a1" items[3] = "item_ak47" items[4] = "item_badges" local item = "" local rand = math.random(1,4) if items[1] then item = "item_p226" elseif items[2] then item = "item_m4a1" elseif items[3] then item = "item_ak47" elseif items[4] then item = "item_badges" end local Weaponspawn1 = ents.Create(item) Weaponspawn1:SetPos( Vector(-1716.065552, -11139.618164, -573.968750) ) Weaponspawn1:Spawn() [/code] which i was trying to make the rand will Randomly pick one of the tables for that spawn, And i was wondering if i could do is like [code] local items = {} items[1] = {Name="item_p226", Rare=10} [/code] Which Name would be the Class it spawns, then Rare is 1 to Amount of rareness Chances to spawn. Thanks, if you can help
Well... i think you could make it like: maximum of rareness is 10, then you sort an number between 0 and 10, if the number of rareness is between 0 and the sorted number, it will select it(but if you thik well, it could sort more than one option) [editline]14th September 2014[/editline] Yeah, i know this idea looks a little stupid, but its the only thing i can think of..
Probably shit method. I don't know how to implement the rarity properly or how you want it implemented. [code] local items = {} items[1] = {"item_p226", 10 } items[2] = {"item_m4a1", 20 } items[3] = {"item_ak47", 20 } items[4] = {"item_badges", 10 } function GenerateWeapon() local item = "" local rand = math.random(1,#items) item = items[rand][1] rand = math.random(1,100) if rand >= items[rand][2] then local Weaponspawn1 = ents.Create(item) Weaponspawn1:SetPos( Vector(-1716.065552, -11139.618164, -573.968750) ) Weaponspawn1:Spawn() else rand = nil item = nil GenerateWeapon() end end [/code]
Yeah, after reading what i've wrote, i realized it was a really shitty method, sorry for wasting your time :P
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