08-16-2010, 04:28 AM | #1 |
Join Date: Jul 2007
Location: Staten Island, NY
Class/Position: Offense Gametype: CTF Affiliations: [TALOS] .t5 Posts Rated Helpful 3 Times
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Conc_Fatal
Just a little help. For some reason LUA isn't loading player selection in game. Is something wrong in LUA?
Code:
IncludeScript("base_location"); IncludeScript("base_teamplay"); function startup() SetTeamName( Team.kBlue, "High Flyers ( + )" ) SetPlayerLimit( Team.kBlue, 0 ) SetPlayerLimit( Team.kRed, -1 ) SetPlayerLimit( Team.kYellow, -1 ) SetPlayerLimit( Team.kGreen, -1 ) local team = GetTeam( Team.kBlue ) team:SetAllies( Team.kRed ) team:SetClassLimit( Player.kScout, 0 ) team:SetClassLimit( Player.kSniper, -1 ) team:SetClassLimit( Player.kSoldier, -1 ) team:SetClassLimit( Player.kDemoman, -1 ) team:SetClassLimit( Player.kMedic, -1 ) team:SetClassLimit( Player.kHwguy, -1 ) team:SetClassLimit( Player.kPyro, -1 ) team:SetClassLimit( Player.kSpy, -1 ) team:SetClassLimit( Player.kEngineer, -1 ) team:SetClassLimit( Player.kCivilian, -1 ) end ----------------------------------------------------------------------------- -- global overrides ----------------------------------------------------------------------------- -- Disable conc effect CONC_EFFECT = 0 -- function player_onconc( player_entity, concer_entity ) if CONC_EFFECT == 0 then return EVENT_DISALLOWED end return EVENT_ALLOWED end ------------------------------------------------------------------ -- BAGS ------------------------------------------------------------------ grenadebackpack = genericbackpack:new({ health = 200, armor = 150, grenades = 60, bullets = 60, nails = 60, shells = 60, rockets = 60, cells = 60, gren1 = 4, gren2 = 4, respawntime = 1, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch", botgoaltype = Bot.kBackPack_Ammo }) function grenadebackpack:dropatspawn() return false end Finished_Players = Collection() function player_ondisconnect(player_id) local player = CastToPlayer(player_id) if Finished_Players:HasItem(player) then Finished_Players:RemoveItem(player) -- Remove player from Finished Players when they leave. end end Victory_Point = trigger_ff_script:new({}) function Victory_Point:ontouch(touch_entity) if IsPlayer(touch_entity) then local player = CastToPlayer(touch_entity) if Finished_Players:HasItem(player) then return 0 -- This player has already finished the map. else BroadCastMessage(player:GetName() .. ' has completed Concmasta! Congratulations!', 6546, Color.kRed) -- 5 seconds, red color player:AddFortPoints(19547796, 'Completed Concmasta!') Finished_Players:AddItem(player) end end end conctrigger1 = set_jumppos:new({pos = 1, pointmsg = '1st Checkpoint', points = 25}) conctrigger2 = set_jumppos:new({pos = 2, pointmsg = '2nd Checkpoint', points = 50}) conctrigger3 = set_jumppos:new({pos = 3, pointmsg = '3rd Checkpoint', points = 10}) conctrigger4 = set_jumppos:new({pos = 4, pointmsg = '4th Checkpoint', points = 75}) conctrigger5 = set_jumppos:new({pos = 5, pointmsg = '5th Checkpoint', points = 30}) conctrigger6 = set_jumppos:new({pos = 6, pointmsg = '6th Checkpoint', points = 10}) conctrigger7 = set_jumppos:new({pos = 7, pointmsg = '7th Checkpoint', points = 25}) conctrigger8 = set_jumppos:new({pos = 8, pointmsg = '8th Checkpoint', points = 125}) conctrigger9 = set_jumppos:new({pos = 9, pointmsg = '9th Checkpoint', points = 150}) conctrigger10 = set_jumppos:new({pos = 10, pointmsg = '10th Checkpoint', points = 100}) conctrigger11 = set_jumppos:new({pos = 11, pointmsg = '11th Checkpoint', points = 255}) conctrigger12 = set_jumppos:new({pos = 12, pointmsg = '12th Checkpoint', points = 505}) conctrigger13 = set_jumppos:new({pos = 13, pointmsg = '13th Checkpoint', points = 750}) conctrigger14 = set_jumppos:new({pos = 14, pointmsg = '14th Checkpoint', points = 100}) conctrigger15 = set_jumppos:new({pos = 15, pointmsg = '15th Checkpoint', points = 100}) conctrigger16 = set_jumppos:new({pos = 16, pointmsg = '16th Checkpoint', points = 1000}) conctrigger17 = set_jumppos:new({pos = 17, pointmsg = '17th Checkpoint', points = 1000}) conctrigger18 = set_jumppos:new({pos = 18, pointmsg = '18th Checkpoint', points = 100}) conctrigger19 = set_jumppos:new({pos = 19, pointmsg = '19th Checkpoint', points = 1050}) conctrigger20 = set_jumppos:new({pos = 20, pointmsg = '20th Checkpoint', points = 100}) conctrigger21 = set_jumppos:new({pos = 21, pointmsg = '21st Checkpoint', points = 100}) conctrigger22 = set_jumppos:new({pos = 22, pointmsg = '22nd Checkpoint', points = 100}) conctrigger23 = set_jumppos:new({pos = 23, pointmsg = '23rd Checkpoint', points = 100}) conctrigger24 = set_jumppos:new({pos = 24, pointmsg = '24th Checkpoint', points = 100}) conctrigger25 = set_jumppos:new({pos = 25, pointmsg = '25th Checkpoint', points = 100}) conctrigger26 = set_jumppos:new({pos = 26, pointmsg = '26th Checkpoint', points = 100}) conctrigger27 = set_jumppos:new({pos = 27, pointmsg = 'THE END! =D', points = 69}) conctrigger28 = set_jumppos:new({pos = 28, pointmsg = 'Surf Bowl!!', points = 69}) conctrigger29 = set_jumppos:new({pos = 29, pointmsg = '29th Checkpoint', points = 100}) conctrigger30 = set_jumppos:new({pos = 30, pointmsg = '30th Checkpoint', points = 100}) end Last edited by Crazycarl; 08-16-2010 at 03:34 PM. Reason: used code tags so I can read it better |
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08-16-2010, 05:45 AM | #2 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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MORE LIKE CONC_FAIL! HAHAHAHAHAHA
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08-16-2010, 07:12 AM | #3 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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EDIT: never mind that; I am wrong.
EDIT2: try taking out the last "end" at the very bottom. Last edited by Crazycarl; 08-16-2010 at 07:23 AM. |
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08-16-2010, 10:41 AM | #4 |
Join Date: Jul 2007
Location: Staten Island, NY
Class/Position: Offense Gametype: CTF Affiliations: [TALOS] .t5 Posts Rated Helpful 3 Times
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already tried taking end out. Didn't work. That's why I put it in the first place. And stfu kube. You liked it and you know you did. Even with no lube. =P
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08-16-2010, 03:44 PM | #5 |
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Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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You haven't defined set_jumppos before trying to derive more triggers from it.
Code:
set_jumppos = trigger_ff_script:new({pos = 0, pointmsg = '', points = 0}) |
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08-16-2010, 08:47 PM | #6 |
Join Date: Jul 2007
Location: Staten Island, NY
Class/Position: Offense Gametype: CTF Affiliations: [TALOS] .t5 Posts Rated Helpful 3 Times
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08-16-2010, 08:59 PM | #7 |
Join Date: Jul 2007
Location: Staten Island, NY
Class/Position: Offense Gametype: CTF Affiliations: [TALOS] .t5 Posts Rated Helpful 3 Times
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Ok... I got ya, but, what's command to set up jump_pos triggers?!
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08-16-2010, 09:08 PM | #8 |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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There is no command. You have to define set_jumppos. I don't know what set_jumppos is supposed to do exactly. Maybe it just gives you some 'points' and broadcasts 'pointmsg' to you while putting the 'pos' number on your hud? Here's the 'barebones' of what you need, though.
Code:
set_jumppos = trigger_ff_script:new({pos = 0, pointmsg = '', points = 0}) function set_jumppos:ontouch(touch_entity) if IsPlayer(touch_entity) then local player = CastToPlayer(touch_entity) -- Do something. Show them which jump they're at. Put it on their hud. I don't know. end end Last edited by Bridget; 08-16-2010 at 09:09 PM. |
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08-17-2010, 02:19 AM | #9 | |
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Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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set_jumppos is a custom trigger_ff_script that somebody else must have made at some time. You can't use it unless you have defined it in your own script. By default, a trigger does nothing, so you need to use events (ake callbacks) to give it custom behavior.
At this point you can put a trigger_ff_script in your map with the name set_jumppos and it will work. Or, you can derive other classes from the one you've just made: Quote:
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08-17-2010, 02:48 AM | #10 |
Join Date: Jul 2007
Location: Staten Island, NY
Class/Position: Offense Gametype: CTF Affiliations: [TALOS] .t5 Posts Rated Helpful 3 Times
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i'm at a loss w/ this .lua. It's killing my mind. lol Here is the entire .lua. And my idea is when they pass the trigger_ff_script it'll give them points for passing that jump. However, adding in the last part with conctrigger now I can't select my team in game. idk why...
Code:
IncludeScript("base_location"); IncludeScript("base_teamplay"); function startup() SetTeamName( Team.kBlue, "High Flyers ( + )" ) SetPlayerLimit( Team.kBlue, 0 ) SetPlayerLimit( Team.kRed, -1 ) SetPlayerLimit( Team.kYellow, -1 ) SetPlayerLimit( Team.kGreen, -1 ) local team = GetTeam( Team.kBlue ) team:SetAllies( Team.kRed ) team:SetClassLimit( Player.kScout, 0 ) team:SetClassLimit( Player.kSniper, -1 ) team:SetClassLimit( Player.kSoldier, -1 ) team:SetClassLimit( Player.kDemoman, -1 ) team:SetClassLimit( Player.kMedic, -1 ) team:SetClassLimit( Player.kHwguy, -1 ) team:SetClassLimit( Player.kPyro, -1 ) team:SetClassLimit( Player.kSpy, -1 ) team:SetClassLimit( Player.kEngineer, -1 ) team:SetClassLimit( Player.kCivilian, -1 ) end ----------------------------------------------------------------------------- -- global overrides ----------------------------------------------------------------------------- -- Disable conc effect CONC_EFFECT = 0 -- function player_onconc( player_entity, concer_entity ) if CONC_EFFECT == 0 then return EVENT_DISALLOWED end return EVENT_ALLOWED end ------------------------------------------------------------------ -- BAGS ------------------------------------------------------------------ grenadebackpack = genericbackpack:new({ health = 200, armor = 150, grenades = 60, bullets = 60, nails = 60, shells = 60, rockets = 60, cells = 60, gren1 = 4, gren2 = 4, respawntime = 1, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch", botgoaltype = Bot.kBackPack_Ammo }) function grenadebackpack:dropatspawn() return false end Finished_Players = Collection() function player_ondisconnect(player_id) local player = CastToPlayer(player_id) if Finished_Players:HasItem(player) then Finished_Players:RemoveItem(player) -- Remove player from Finished Players when they leave. end end Victory_Point = trigger_ff_script:new({}) function Victory_Point:ontouch(touch_entity) if IsPlayer(touch_entity) then local player = CastToPlayer(touch_entity) if Finished_Players:HasItem(player) then return 0 -- This player has already finished the map. else BroadCastMessage(player:GetName() .. ' has completed Concmasta! Congratulations!', 6546, Color.kRed) -- 5 seconds, red color player:AddFortPoints(19547796, 'Completed Concmasta!') Finished_Players:AddItem(player) end end end set_jumppos = trigger_ff_script:new({pos = 0, pointmsg = '', points = 0}) function set_jumppos:ontouch(touch_entity) if IsPlayer(touch_entity) then local player = CastToPlayer(touch_entity) -- Do something. Show them which jump they're at. Put it on their hud. I don't know. end end conctrigger1 = set_jumppos:new({pos = 1, pointmsg = '1st Checkpoint', points = 25}) conctrigger2 = set_jumppos:new({pos = 2, pointmsg = '2nd Checkpoint', points = 50}) conctrigger3 = set_jumppos:new({pos = 3, pointmsg = '3rd Checkpoint', points = 10}) conctrigger4 = set_jumppos:new({pos = 4, pointmsg = '4th Checkpoint', points = 75}) conctrigger5 = set_jumppos:new({pos = 5, pointmsg = '5th Checkpoint', points = 30}) conctrigger6 = set_jumppos:new({pos = 6, pointmsg = '6th Checkpoint', points = 10}) conctrigger7 = set_jumppos:new({pos = 7, pointmsg = '7th Checkpoint', points = 25}) conctrigger8 = set_jumppos:new({pos = 8, pointmsg = '8th Checkpoint', points = 125}) conctrigger9 = set_jumppos:new({pos = 9, pointmsg = '9th Checkpoint', points = 150}) conctrigger10 = set_jumppos:new({pos = 10, pointmsg = '10th Checkpoint', points = 100}) conctrigger11 = set_jumppos:new({pos = 11, pointmsg = '11th Checkpoint', points = 255}) conctrigger12 = set_jumppos:new({pos = 12, pointmsg = '12th Checkpoint', points = 505}) conctrigger13 = set_jumppos:new({pos = 13, pointmsg = '13th Checkpoint', points = 750}) conctrigger14 = set_jumppos:new({pos = 14, pointmsg = '14th Checkpoint', points = 100}) conctrigger15 = set_jumppos:new({pos = 15, pointmsg = '15th Checkpoint', points = 100}) conctrigger16 = set_jumppos:new({pos = 16, pointmsg = '16th Checkpoint', points = 1000}) conctrigger17 = set_jumppos:new({pos = 17, pointmsg = '17th Checkpoint', points = 1000}) conctrigger18 = set_jumppos:new({pos = 18, pointmsg = '18th Checkpoint', points = 100}) conctrigger19 = set_jumppos:new({pos = 19, pointmsg = '19th Checkpoint', points = 1050}) conctrigger20 = set_jumppos:new({pos = 20, pointmsg = '20th Checkpoint', points = 100}) conctrigger21 = set_jumppos:new({pos = 21, pointmsg = '21st Checkpoint', points = 100}) conctrigger22 = set_jumppos:new({pos = 22, pointmsg = '22nd Checkpoint', points = 100}) conctrigger23 = set_jumppos:new({pos = 23, pointmsg = '23rd Checkpoint', points = 100}) conctrigger24 = set_jumppos:new({pos = 24, pointmsg = '24th Checkpoint', points = 100}) conctrigger25 = set_jumppos:new({pos = 25, pointmsg = '25th Checkpoint', points = 100}) conctrigger26 = set_jumppos:new({pos = 26, pointmsg = '26th Checkpoint', points = 100}) conctrigger27 = set_jumppos:new({pos = 27, pointmsg = 'THE END! =D', points = 69}) conctrigger28 = set_jumppos:new({pos = 28, pointmsg = 'Surf Bowl!!', points = 69}) conctrigger29 = set_jumppos:new({pos = 29, pointmsg = '29th Checkpoint', points = 100}) conctrigger30 = set_jumppos:new({pos = 30, pointmsg = '30th Checkpoint', points = 100}) end |
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08-17-2010, 03:31 AM | #11 |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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Take out the end at the very bottom?
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08-17-2010, 03:34 AM | #12 |
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Wiki Team Fortress Forever Staff Join Date: Apr 2007
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Seriously, take out the "end" at the end. It should not be there. Whenever it won't let you select a class, it's because there was an error in the syntax of the script. If taking some code out fixes it, that means the error was in that part of the script. If you are lucky, you will get a console error in-game explaining where the problem was.
Code:
IncludeScript("base_location"); IncludeScript("base_teamplay"); function startup() SetTeamName( Team.kBlue, "High Flyers ( + )" ) SetPlayerLimit( Team.kBlue, 0 ) SetPlayerLimit( Team.kRed, -1 ) SetPlayerLimit( Team.kYellow, -1 ) SetPlayerLimit( Team.kGreen, -1 ) local team = GetTeam( Team.kBlue ) team:SetAllies( Team.kRed ) team:SetClassLimit( Player.kScout, 0 ) team:SetClassLimit( Player.kSniper, -1 ) team:SetClassLimit( Player.kSoldier, -1 ) team:SetClassLimit( Player.kDemoman, -1 ) team:SetClassLimit( Player.kMedic, -1 ) team:SetClassLimit( Player.kHwguy, -1 ) team:SetClassLimit( Player.kPyro, -1 ) team:SetClassLimit( Player.kSpy, -1 ) team:SetClassLimit( Player.kEngineer, -1 ) team:SetClassLimit( Player.kCivilian, -1 ) end ----------------------------------------------------------------------------- -- global overrides ----------------------------------------------------------------------------- -- Disable conc effect CONC_EFFECT = 0 -- function player_onconc( player_entity, concer_entity ) if CONC_EFFECT == 0 then return EVENT_DISALLOWED end return EVENT_ALLOWED end ------------------------------------------------------------------ -- BAGS ------------------------------------------------------------------ grenadebackpack = genericbackpack:new({ health = 200, armor = 150, grenades = 60, bullets = 60, nails = 60, shells = 60, rockets = 60, cells = 60, gren1 = 4, gren2 = 4, respawntime = 1, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", touchsound = "Backpack.Touch", botgoaltype = Bot.kBackPack_Ammo }) function grenadebackpack:dropatspawn() return false end Finished_Players = Collection() function player_ondisconnect(player_id) local player = CastToPlayer(player_id) if Finished_Players:HasItem(player) then Finished_Players:RemoveItem(player) -- Remove player from Finished Players when they leave. end end Victory_Point = trigger_ff_script:new({}) function Victory_Point:ontouch(touch_entity) if IsPlayer(touch_entity) then local player = CastToPlayer(touch_entity) if Finished_Players:HasItem(player) then return 0 -- This player has already finished the map. else BroadCastMessage(player:GetName() .. ' has completed Concmasta! Congratulations!', 6546, Color.kRed) -- 5 seconds, red color player:AddFortPoints(19547796, 'Completed Concmasta!') Finished_Players:AddItem(player) end end end set_jumppos = trigger_ff_script:new({pos = 0, pointmsg = '', points = 0}) function set_jumppos:ontouch(touch_entity) if IsPlayer(touch_entity) then local player = CastToPlayer(touch_entity) player:AddFortPoints(points, pointmsg) end end conctrigger1 = set_jumppos:new({pos = 1, pointmsg = '1st Checkpoint', points = 25}) conctrigger2 = set_jumppos:new({pos = 2, pointmsg = '2nd Checkpoint', points = 50}) conctrigger3 = set_jumppos:new({pos = 3, pointmsg = '3rd Checkpoint', points = 10}) conctrigger4 = set_jumppos:new({pos = 4, pointmsg = '4th Checkpoint', points = 75}) conctrigger5 = set_jumppos:new({pos = 5, pointmsg = '5th Checkpoint', points = 30}) conctrigger6 = set_jumppos:new({pos = 6, pointmsg = '6th Checkpoint', points = 10}) conctrigger7 = set_jumppos:new({pos = 7, pointmsg = '7th Checkpoint', points = 25}) conctrigger8 = set_jumppos:new({pos = 8, pointmsg = '8th Checkpoint', points = 125}) conctrigger9 = set_jumppos:new({pos = 9, pointmsg = '9th Checkpoint', points = 150}) conctrigger10 = set_jumppos:new({pos = 10, pointmsg = '10th Checkpoint', points = 100}) conctrigger11 = set_jumppos:new({pos = 11, pointmsg = '11th Checkpoint', points = 255}) conctrigger12 = set_jumppos:new({pos = 12, pointmsg = '12th Checkpoint', points = 505}) conctrigger13 = set_jumppos:new({pos = 13, pointmsg = '13th Checkpoint', points = 750}) conctrigger14 = set_jumppos:new({pos = 14, pointmsg = '14th Checkpoint', points = 100}) conctrigger15 = set_jumppos:new({pos = 15, pointmsg = '15th Checkpoint', points = 100}) conctrigger16 = set_jumppos:new({pos = 16, pointmsg = '16th Checkpoint', points = 1000}) conctrigger17 = set_jumppos:new({pos = 17, pointmsg = '17th Checkpoint', points = 1000}) conctrigger18 = set_jumppos:new({pos = 18, pointmsg = '18th Checkpoint', points = 100}) conctrigger19 = set_jumppos:new({pos = 19, pointmsg = '19th Checkpoint', points = 1050}) conctrigger20 = set_jumppos:new({pos = 20, pointmsg = '20th Checkpoint', points = 100}) conctrigger21 = set_jumppos:new({pos = 21, pointmsg = '21st Checkpoint', points = 100}) conctrigger22 = set_jumppos:new({pos = 22, pointmsg = '22nd Checkpoint', points = 100}) conctrigger23 = set_jumppos:new({pos = 23, pointmsg = '23rd Checkpoint', points = 100}) conctrigger24 = set_jumppos:new({pos = 24, pointmsg = '24th Checkpoint', points = 100}) conctrigger25 = set_jumppos:new({pos = 25, pointmsg = '25th Checkpoint', points = 100}) conctrigger26 = set_jumppos:new({pos = 26, pointmsg = '26th Checkpoint', points = 100}) conctrigger27 = set_jumppos:new({pos = 27, pointmsg = 'THE END! =D', points = 69}) conctrigger28 = set_jumppos:new({pos = 28, pointmsg = 'Surf Bowl!!', points = 69}) conctrigger29 = set_jumppos:new({pos = 29, pointmsg = '29th Checkpoint', points = 100}) conctrigger30 = set_jumppos:new({pos = 30, pointmsg = '30th Checkpoint', points = 100}) |
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08-17-2010, 03:43 AM | #13 |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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I think I wrote it for him. It was to prevent people from finishing the map more than once unless they rejoined.
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08-17-2010, 03:47 AM | #14 |
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Oh that makes sense.
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08-17-2010, 05:04 AM | #15 |
Join Date: Jul 2007
Location: Staten Island, NY
Class/Position: Offense Gametype: CTF Affiliations: [TALOS] .t5 Posts Rated Helpful 3 Times
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This is what i'm getting in console. in game.
Code:
[SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger10 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger10 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger11 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger11 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger12 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger12 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger12 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger13 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger14 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger14 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger14 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger14 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger14 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger14 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger14 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger14 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger14 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger15 [SCRIPT] Error calling ontouch (no overload of 'Player:AddFortPoints' matched the arguments (Player, nil, nil) candidates are: Player:AddFortPoints(number, string) ) ent: conctrigger16 |
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08-17-2010, 05:11 AM | #16 |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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Code:
player:AddFortPoints(points, pointmsg) Code:
player:AddFortPoints(self.points, self.pointmsg) |
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08-17-2010, 05:57 AM | #17 |
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oh shiiiit
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