11-04-2012, 09:01 PM
11-05-2012, 03:54 PM
Really no one??
11-05-2012, 04:09 PM
I don't think so. It would probably be pretty advanced coding, but I'm not sure.
11-05-2012, 04:14 PM
(11-05-2012, 04:09 PM)Tigerwaw Wrote: [ -> ]I don't think so. It would probably be pretty advanced coding, but I'm not sure.I think I found it by myself...But I don't really like my way...I would like to know if anyone has done it and how
11-05-2012, 04:35 PM
No, i think it's been mentioned before. It's not possible. I guess your way was: Checking if the players health changes.
How about making a timer that checks if GetPlayerHealth is bigger than what it was 1 second ago?
How about making a timer that checks if GetPlayerHealth is bigger than what it was 1 second ago?
11-05-2012, 04:50 PM
(11-05-2012, 04:35 PM)beecake Wrote: [ -> ]No, i think it's been mentioned before. It's not possible. I guess your way was: Checking if the players health changes.That's a good theory but i thought what if the player's health is already 100???And it actually works like a sanity potion..I made a value set to 1 when the player picks the item and the checks if the player has the item so if the var is 1 and the player has used the item it changes the var to 0 and that's it...But I'm not sure how is it going to work when the player chooses to use the item in another map
How about making a timer that checks if GetPlayerHealth is bigger than what it was 1 second ago?
11-05-2012, 05:50 PM
Have the timer going in all the maps, checking the player sanity. And stop the timer with a GlobalVarInt when it is triggered. Or yea, make a timer that checks if the player has the item. Thats a good idea.