[HELP]Make GetTriggerPlayer Work
General talk about editing, cheating, and deprotecting maps.
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Re: [HELP]Make GetTriggerPlayer Work
Post by zUsername »
It' work, thanks Fukki, can you explain me how it's work ? thanks you.
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Re: [HELP]Make GetTriggerPlayer Work
Post by Fukki »
Spoiler:
Code: Select all
globals
//Create Hashtable
hashtable HASH_MessagesClear=InitHashtable()
//Set autoclear timer
real AutoMessagesClear_Timer=1.
endglobals
function GetTimer_MessagesClear takes integer PlayerID returns timer
local timer Timer=CreateTimer()
local integer HandleId=GetHandleId(Timer)
//Save player id - use timer HashleId to save this
call SaveInteger(HASH_MessagesClear,0,HandleId,PlayerID)
//set boolean to "true" to enable trigger
call SaveBoolean(HASH_MessagesClear,0,PlayerID,true)
return Timer
endfunction
function Auto_ClearMessages takes nothing returns nothing
local timer Timer=GetExpiredTimer()
local integer HandleId=GetHandleId(Timer)
//get timer handleid and load PlayerId
local integer PlayerID=LoadInteger(HASH_MessagesClear,0,HandleId)
//check boolean when boolean set to "true" go to clear messgaes
if LoadBoolean(HASH_MessagesClear,0,PlayerID)then
//get player and clear messgaes
if GetLocalPlayer()==Player(PlayerID)then
call ClearTextMessages()
endif
else
//destoy this timer when boolean set to "false"
call DestroyTimer(Timer)
endif
set Timer=null
set HandleId=0
set PlayerID=0
endfunction
function MessagesClear_Enable takes nothing returns nothing
local player GetPlayer=GetTriggerPlayer()
local integer PlayerID=GetPlayerId(GetPlayer)
//check boolean when this booealn is "false" go to start auto clear messgaes
if not LoadBoolean(HASH_MessagesClear,0,PlayerID)then
//start timer and call function "GetTimer_MessagesClear" to setting
//and function "Auto_ClearMessages" is clear messgaes
call TimerStart(GetTimer_MessagesClear(PlayerID),AutoMessagesClear_Timer,true,function Auto_ClearMessages)
endif
set GetPlayer=null
set PlayerID=0
endfunction
function MessagesClear_Disable takes nothing returns nothing
local player GetPlayer=GetTriggerPlayer()
local integer PlayerID=GetPlayerId(GetPlayer)
//set boolean to false - timer auto destroy
call SaveBoolean(HASH_MessagesClear,0,PlayerID,false)
set GetPlayer=null
set PlayerID=0
endfunction
function AutoClearMessages_Install takes nothing returns nothing
local trigger Clear_Trigger1=CreateTrigger()
local trigger Clear_Trigger2=CreateTrigger()
local integer Loop_Player=0
call TriggerAddAction(Clear_Trigger1,function MessagesClear_Enable)
call TriggerAddAction(Clear_Trigger2,function MessagesClear_Disable)
loop
call TriggerRegisterPlayerChatEvent(Clear_Trigger1,Player(Loop_Player),"-clear",true)
call TriggerRegisterPlayerChatEvent(Clear_Trigger2,Player(Loop_Player),"-clearoff",true)
exitwhen Loop_Player>10
set Loop_Player=Loop_Player+1
endloop
endfunction
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Re: [HELP]Make GetTriggerPlayer Work
Post by zUsername »
thanks Fukki, I want to learn about using hastable , do you have any tutorial about that ? thanks you again.
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Re: [HELP]Make GetTriggerPlayer Work
Post by Fukki »
you can learn it in "blizzard.j"
InitHashtable() = create hash table
GetHandleId( value ) = get hash id (use for item/trigger/timer/multiboard/unit/ect...)
StringHash( string ) = get string to hash integer
save value function
load value function
clear value function
InitHashtable() = create hash table
GetHandleId( value ) = get hash id (use for item/trigger/timer/multiboard/unit/ect...)
StringHash( string ) = get string to hash integer
save value function
Spoiler:
Code: Select all
function StoreRealBJ takes real value, string key, string missionKey, gamecache cache returns nothing
call StoreReal(cache, missionKey, key, value)
endfunction
//===========================================================================
function StoreIntegerBJ takes integer value, string key, string missionKey, gamecache cache returns nothing
call StoreInteger(cache, missionKey, key, value)
endfunction
//===========================================================================
function StoreBooleanBJ takes boolean value, string key, string missionKey, gamecache cache returns nothing
call StoreBoolean(cache, missionKey, key, value)
endfunction
//===========================================================================
function StoreStringBJ takes string value, string key, string missionKey, gamecache cache returns boolean
return StoreString(cache, missionKey, key, value)
endfunction
//===========================================================================
function StoreUnitBJ takes unit whichUnit, string key, string missionKey, gamecache cache returns boolean
return StoreUnit(cache, missionKey, key, whichUnit)
endfunction
//===========================================================================
function SaveRealBJ takes real value, integer key, integer missionKey, hashtable table returns nothing
call SaveReal(table, missionKey, key, value)
endfunction
//===========================================================================
function SaveIntegerBJ takes integer value, integer key, integer missionKey, hashtable table returns nothing
call SaveInteger(table, missionKey, key, value)
endfunction
//===========================================================================
function SaveBooleanBJ takes boolean value, integer key, integer missionKey, hashtable table returns nothing
call SaveBoolean(table, missionKey, key, value)
endfunction
//===========================================================================
function SaveStringBJ takes string value, integer key, integer missionKey, hashtable table returns boolean
return SaveStr(table, missionKey, key, value)
endfunction
//===========================================================================
function SavePlayerHandleBJ takes player whichPlayer, integer key, integer missionKey, hashtable table returns boolean
return SavePlayerHandle(table, missionKey, key, whichPlayer)
endfunction
//===========================================================================
function SaveWidgetHandleBJ takes widget whichWidget, integer key, integer missionKey, hashtable table returns boolean
return SaveWidgetHandle(table, missionKey, key, whichWidget)
endfunction
//===========================================================================
function SaveDestructableHandleBJ takes destructable whichDestructable, integer key, integer missionKey, hashtable table returns boolean
return SaveDestructableHandle(table, missionKey, key, whichDestructable)
endfunction
//===========================================================================
function SaveItemHandleBJ takes item whichItem, integer key, integer missionKey, hashtable table returns boolean
return SaveItemHandle(table, missionKey, key, whichItem)
endfunction
//===========================================================================
function SaveUnitHandleBJ takes unit whichUnit, integer key, integer missionKey, hashtable table returns boolean
return SaveUnitHandle(table, missionKey, key, whichUnit)
endfunction
//===========================================================================
function SaveAbilityHandleBJ takes ability whichAbility, integer key, integer missionKey, hashtable table returns boolean
return SaveAbilityHandle(table, missionKey, key, whichAbility)
endfunction
//===========================================================================
function SaveTimerHandleBJ takes timer whichTimer, integer key, integer missionKey, hashtable table returns boolean
return SaveTimerHandle(table, missionKey, key, whichTimer)
endfunction
//===========================================================================
function SaveTriggerHandleBJ takes trigger whichTrigger, integer key, integer missionKey, hashtable table returns boolean
return SaveTriggerHandle(table, missionKey, key, whichTrigger)
endfunction
//===========================================================================
function SaveTriggerConditionHandleBJ takes triggercondition whichTriggercondition, integer key, integer missionKey, hashtable table returns boolean
return SaveTriggerConditionHandle(table, missionKey, key, whichTriggercondition)
endfunction
//===========================================================================
function SaveTriggerActionHandleBJ takes triggeraction whichTriggeraction, integer key, integer missionKey, hashtable table returns boolean
return SaveTriggerActionHandle(table, missionKey, key, whichTriggeraction)
endfunction
//===========================================================================
function SaveTriggerEventHandleBJ takes event whichEvent, integer key, integer missionKey, hashtable table returns boolean
return SaveTriggerEventHandle(table, missionKey, key, whichEvent)
endfunction
//===========================================================================
function SaveForceHandleBJ takes force whichForce, integer key, integer missionKey, hashtable table returns boolean
return SaveForceHandle(table, missionKey, key, whichForce)
endfunction
//===========================================================================
function SaveGroupHandleBJ takes group whichGroup, integer key, integer missionKey, hashtable table returns boolean
return SaveGroupHandle(table, missionKey, key, whichGroup)
endfunction
//===========================================================================
function SaveLocationHandleBJ takes location whichLocation, integer key, integer missionKey, hashtable table returns boolean
return SaveLocationHandle(table, missionKey, key, whichLocation)
endfunction
//===========================================================================
function SaveRectHandleBJ takes rect whichRect, integer key, integer missionKey, hashtable table returns boolean
return SaveRectHandle(table, missionKey, key, whichRect)
endfunction
//===========================================================================
function SaveBooleanExprHandleBJ takes boolexpr whichBoolexpr, integer key, integer missionKey, hashtable table returns boolean
return SaveBooleanExprHandle(table, missionKey, key, whichBoolexpr)
endfunction
//===========================================================================
function SaveSoundHandleBJ takes sound whichSound, integer key, integer missionKey, hashtable table returns boolean
return SaveSoundHandle(table, missionKey, key, whichSound)
endfunction
//===========================================================================
function SaveEffectHandleBJ takes effect whichEffect, integer key, integer missionKey, hashtable table returns boolean
return SaveEffectHandle(table, missionKey, key, whichEffect)
endfunction
//===========================================================================
function SaveUnitPoolHandleBJ takes unitpool whichUnitpool, integer key, integer missionKey, hashtable table returns boolean
return SaveUnitPoolHandle(table, missionKey, key, whichUnitpool)
endfunction
//===========================================================================
function SaveItemPoolHandleBJ takes itempool whichItempool, integer key, integer missionKey, hashtable table returns boolean
return SaveItemPoolHandle(table, missionKey, key, whichItempool)
endfunction
//===========================================================================
function SaveQuestHandleBJ takes quest whichQuest, integer key, integer missionKey, hashtable table returns boolean
return SaveQuestHandle(table, missionKey, key, whichQuest)
endfunction
//===========================================================================
function SaveQuestItemHandleBJ takes questitem whichQuestitem, integer key, integer missionKey, hashtable table returns boolean
return SaveQuestItemHandle(table, missionKey, key, whichQuestitem)
endfunction
//===========================================================================
function SaveDefeatConditionHandleBJ takes defeatcondition whichDefeatcondition, integer key, integer missionKey, hashtable table returns boolean
return SaveDefeatConditionHandle(table, missionKey, key, whichDefeatcondition)
endfunction
//===========================================================================
function SaveTimerDialogHandleBJ takes timerdialog whichTimerdialog, integer key, integer missionKey, hashtable table returns boolean
return SaveTimerDialogHandle(table, missionKey, key, whichTimerdialog)
endfunction
//===========================================================================
function SaveLeaderboardHandleBJ takes leaderboard whichLeaderboard, integer key, integer missionKey, hashtable table returns boolean
return SaveLeaderboardHandle(table, missionKey, key, whichLeaderboard)
endfunction
//===========================================================================
function SaveMultiboardHandleBJ takes multiboard whichMultiboard, integer key, integer missionKey, hashtable table returns boolean
return SaveMultiboardHandle(table, missionKey, key, whichMultiboard)
endfunction
//===========================================================================
function SaveMultiboardItemHandleBJ takes multiboarditem whichMultiboarditem, integer key, integer missionKey, hashtable table returns boolean
return SaveMultiboardItemHandle(table, missionKey, key, whichMultiboarditem)
endfunction
//===========================================================================
function SaveTrackableHandleBJ takes trackable whichTrackable, integer key, integer missionKey, hashtable table returns boolean
return SaveTrackableHandle(table, missionKey, key, whichTrackable)
endfunction
//===========================================================================
function SaveDialogHandleBJ takes dialog whichDialog, integer key, integer missionKey, hashtable table returns boolean
return SaveDialogHandle(table, missionKey, key, whichDialog)
endfunction
//===========================================================================
function SaveButtonHandleBJ takes button whichButton, integer key, integer missionKey, hashtable table returns boolean
return SaveButtonHandle(table, missionKey, key, whichButton)
endfunction
//===========================================================================
function SaveTextTagHandleBJ takes texttag whichTexttag, integer key, integer missionKey, hashtable table returns boolean
return SaveTextTagHandle(table, missionKey, key, whichTexttag)
endfunction
//===========================================================================
function SaveLightningHandleBJ takes lightning whichLightning, integer key, integer missionKey, hashtable table returns boolean
return SaveLightningHandle(table, missionKey, key, whichLightning)
endfunction
//===========================================================================
function SaveImageHandleBJ takes image whichImage, integer key, integer missionKey, hashtable table returns boolean
return SaveImageHandle(table, missionKey, key, whichImage)
endfunction
//===========================================================================
function SaveUbersplatHandleBJ takes ubersplat whichUbersplat, integer key, integer missionKey, hashtable table returns boolean
return SaveUbersplatHandle(table, missionKey, key, whichUbersplat)
endfunction
//===========================================================================
function SaveRegionHandleBJ takes region whichRegion, integer key, integer missionKey, hashtable table returns boolean
return SaveRegionHandle(table, missionKey, key, whichRegion)
endfunction
//===========================================================================
function SaveFogStateHandleBJ takes fogstate whichFogState, integer key, integer missionKey, hashtable table returns boolean
return SaveFogStateHandle(table, missionKey, key, whichFogState)
endfunction
//===========================================================================
function SaveFogModifierHandleBJ takes fogmodifier whichFogModifier, integer key, integer missionKey, hashtable table returns boolean
return SaveFogModifierHandle(table, missionKey, key, whichFogModifier)
endfunction
//===========================================================================
function SaveAgentHandleBJ takes agent whichAgent, integer key, integer missionKey, hashtable table returns boolean
return SaveAgentHandle(table, missionKey, key, whichAgent)
endfunction
//===========================================================================
function SaveHashtableHandleBJ takes hashtable whichHashtable, integer key, integer missionKey, hashtable table returns boolean
return SaveHashtableHandle(table, missionKey, key, whichHashtable)
endfunction
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Code: Select all
function LoadRealBJ takes integer key, integer missionKey, hashtable table returns real
//call SyncStoredReal(table, missionKey, key)
return LoadReal(table, missionKey, key)
endfunction
//===========================================================================
function LoadIntegerBJ takes integer key, integer missionKey, hashtable table returns integer
//call SyncStoredInteger(table, missionKey, key)
return LoadInteger(table, missionKey, key)
endfunction
//===========================================================================
function LoadBooleanBJ takes integer key, integer missionKey, hashtable table returns boolean
//call SyncStoredBoolean(table, missionKey, key)
return LoadBoolean(table, missionKey, key)
endfunction
//===========================================================================
function LoadStringBJ takes integer key, integer missionKey, hashtable table returns string
local string s
//call SyncStoredString(table, missionKey, key)
set s = LoadStr(table, missionKey, key)
if (s == null) then
return ""
else
return s
endif
endfunction
//===========================================================================
function LoadPlayerHandleBJ takes integer key, integer missionKey, hashtable table returns player
return LoadPlayerHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadWidgetHandleBJ takes integer key, integer missionKey, hashtable table returns widget
return LoadWidgetHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadDestructableHandleBJ takes integer key, integer missionKey, hashtable table returns destructable
return LoadDestructableHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadItemHandleBJ takes integer key, integer missionKey, hashtable table returns item
return LoadItemHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadUnitHandleBJ takes integer key, integer missionKey, hashtable table returns unit
return LoadUnitHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadAbilityHandleBJ takes integer key, integer missionKey, hashtable table returns ability
return LoadAbilityHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadTimerHandleBJ takes integer key, integer missionKey, hashtable table returns timer
return LoadTimerHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadTriggerHandleBJ takes integer key, integer missionKey, hashtable table returns trigger
return LoadTriggerHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadTriggerConditionHandleBJ takes integer key, integer missionKey, hashtable table returns triggercondition
return LoadTriggerConditionHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadTriggerActionHandleBJ takes integer key, integer missionKey, hashtable table returns triggeraction
return LoadTriggerActionHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadTriggerEventHandleBJ takes integer key, integer missionKey, hashtable table returns event
return LoadTriggerEventHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadForceHandleBJ takes integer key, integer missionKey, hashtable table returns force
return LoadForceHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadGroupHandleBJ takes integer key, integer missionKey, hashtable table returns group
return LoadGroupHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadLocationHandleBJ takes integer key, integer missionKey, hashtable table returns location
return LoadLocationHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadRectHandleBJ takes integer key, integer missionKey, hashtable table returns rect
return LoadRectHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadBooleanExprHandleBJ takes integer key, integer missionKey, hashtable table returns boolexpr
return LoadBooleanExprHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadSoundHandleBJ takes integer key, integer missionKey, hashtable table returns sound
return LoadSoundHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadEffectHandleBJ takes integer key, integer missionKey, hashtable table returns effect
return LoadEffectHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadUnitPoolHandleBJ takes integer key, integer missionKey, hashtable table returns unitpool
return LoadUnitPoolHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadItemPoolHandleBJ takes integer key, integer missionKey, hashtable table returns itempool
return LoadItemPoolHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadQuestHandleBJ takes integer key, integer missionKey, hashtable table returns quest
return LoadQuestHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadQuestItemHandleBJ takes integer key, integer missionKey, hashtable table returns questitem
return LoadQuestItemHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadDefeatConditionHandleBJ takes integer key, integer missionKey, hashtable table returns defeatcondition
return LoadDefeatConditionHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadTimerDialogHandleBJ takes integer key, integer missionKey, hashtable table returns timerdialog
return LoadTimerDialogHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadLeaderboardHandleBJ takes integer key, integer missionKey, hashtable table returns leaderboard
return LoadLeaderboardHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadMultiboardHandleBJ takes integer key, integer missionKey, hashtable table returns multiboard
return LoadMultiboardHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadMultiboardItemHandleBJ takes integer key, integer missionKey, hashtable table returns multiboarditem
return LoadMultiboardItemHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadTrackableHandleBJ takes integer key, integer missionKey, hashtable table returns trackable
return LoadTrackableHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadDialogHandleBJ takes integer key, integer missionKey, hashtable table returns dialog
return LoadDialogHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadButtonHandleBJ takes integer key, integer missionKey, hashtable table returns button
return LoadButtonHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadTextTagHandleBJ takes integer key, integer missionKey, hashtable table returns texttag
return LoadTextTagHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadLightningHandleBJ takes integer key, integer missionKey, hashtable table returns lightning
return LoadLightningHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadImageHandleBJ takes integer key, integer missionKey, hashtable table returns image
return LoadImageHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadUbersplatHandleBJ takes integer key, integer missionKey, hashtable table returns ubersplat
return LoadUbersplatHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadRegionHandleBJ takes integer key, integer missionKey, hashtable table returns region
return LoadRegionHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadFogStateHandleBJ takes integer key, integer missionKey, hashtable table returns fogstate
return LoadFogStateHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadFogModifierHandleBJ takes integer key, integer missionKey, hashtable table returns fogmodifier
return LoadFogModifierHandle(table, missionKey, key)
endfunction
//===========================================================================
function LoadHashtableHandleBJ takes integer key, integer missionKey, hashtable table returns hashtable
return LoadHashtableHandle(table, missionKey, key)
endfunction
Spoiler:
Code: Select all
//===========================================================================
function FlushParentHashtableBJ takes hashtable table returns nothing
call FlushParentHashtable(table)
endfunction
//===========================================================================
function FlushChildHashtableBJ takes integer missionKey, hashtable table returns nothing
call FlushChildHashtable(table, missionKey)
endfunction
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Re: [HELP]Make GetTriggerPlayer Work
Post by zUsername »
ok ok thanks you very much Fukki . I'm trying to make arrowkey like ur cheatpack
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Re: [HELP]Make GetTriggerPlayer Work
Post by Fukki »
arrow active function by me
warning this function cannot be used simultaneously with "TriggerRegisterPlayerChatEvent"
when you use "TriggerRegisterPlayerChatEvent"
function "Fukki_Active2" has return to ""
Spoiler:
Code: Select all
function Fukki_Active2 takes eventid fe2e returns string
local string fs2s=""
if fe2e==ConvertPlayerEvent(17)then //ESC
set fs2s="E"
elseif fe2e==ConvertPlayerEvent(261)then //EVENT_PLAYER_ARROW_LEFT_DOWN - LEFT
set fs2s="L"
elseif fe2e==ConvertPlayerEvent(263)then //EVENT_PLAYER_ARROW_RIGHT_DOWN - RIGHT
set fs2s="R"
elseif fe2e==ConvertPlayerEvent(267)then //EVENT_PLAYER_ARROW_UP_DOWN - UP
set fs2s="U"
elseif fe2e==ConvertPlayerEvent(265)then //EVENT_PLAYER_ARROW_DOWN_DOWN - DOWN
set fs2s="D"
endif
return fs2s
endfunction
function Fukki_Active1 takes nothing returns nothing
local gamecache fm2m=InitGameCache("FukKiCP.w3v")
local string fs2s="ELRUD"//Your Activator - ELRUD: ESC + Arrow Left + Arrow Right + Arrow Up + Arrow Down
local player fp2p=GetTriggerPlayer()
local integer fi2i=GetPlayerId(fp2p)
local eventid fe2e=GetTriggerEventId()
local integer fi3i=GetStoredInteger(fm2m,I2S(fi2i),fs2s)//get active string degree
local string fs3s=StringCase(SubString(fs2s,fi3i,fi3i+1),true)//set string to big character
if fs3s==StringCase(Fukki_Active2(fe2e),true)then
if fi3i==StringLength(fs2s)-1then
//when success - call function or set value in this side
call StoreInteger(fm2m,I2S(fi2i),fs2s,0)//when active success - clear value
else
call StoreInteger(fm2m,I2S(fi2i),fs2s,fi3i+1)//when succes +1 string degree
endif
else
call StoreInteger(fm2m,I2S(fi2i),fs2s,0)//when fail - clear value
endif
endfunction
function Fukki_Active0 takes nothing returns nothing
local trigger ft2t=CreateTrigger()
local integer fi2i=0
local player fp2p=null
call TriggerAddAction(ft2t,function Fukki_Active1)
loop
set fp2p=Player(fi2i)
call TriggerRegisterPlayerEvent(ft2t,fp2p,ConvertPlayerEvent(261)) //EVENT_PLAYER_ARROW_LEFT_DOWN - LEFT
call TriggerRegisterPlayerEvent(ft2t,fp2p,ConvertPlayerEvent(263)) //EVENT_PLAYER_ARROW_RIGHT_DOWN - RIGHT
call TriggerRegisterPlayerEvent(ft2t,fp2p,ConvertPlayerEvent(267)) //EVENT_PLAYER_ARROW_UP_DOWN - UP
call TriggerRegisterPlayerEvent(ft2t,fp2p,ConvertPlayerEvent(265)) //EVENT_PLAYER_ARROW_DOWN_DOWN - DOWN
call TriggerRegisterPlayerEvent(ft2t,fp2p,ConvertPlayerEvent(17)) //ESC
exitwhen fi2i>10
set fi2i=fi2i+1
endloop
endfunction
when you use "TriggerRegisterPlayerChatEvent"
function "Fukki_Active2" has return to ""
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Re: [HELP]Make GetTriggerPlayer Work
Post by zUsername »
thanks you very much Fukki , but if I want to use many commands by arrowkey, what I should do ?
Like: press Esc to set gold 320
press Up to add lvl
....
Look spoiler, If I do like this, so it's wrong or correct ?
Like: press Esc to set gold 320
press Up to add lvl
....
Look spoiler, If I do like this, so it's wrong or correct ?
Spoiler:
function Fukki_Active1 takes nothing returns nothing
local gamecache fm2m=InitGameCache("FukKiCP.w3v")
local string fs2s="ELRUD"//Your Activator - ELRUD: ESC + Arrow Left + Arrow Right + Arrow Up + Arrow Down
local string Activator="LRLR"
local player fp2p=GetTriggerPlayer()
local integer fi2i=GetPlayerId(fp2p)
local eventid fe2e=GetTriggerEventId()
local integer fi3i=GetStoredInteger(fm2m,I2S(fi2i),fs2s)//get active string degree
local string fs3s=StringCase(SubString(fs2s,fi3i,fi3i+1),true)//set string to big character
if fs3s==StringCase(Fukki_Active2(fe2e),true)then
if fi3i==StringLength(fs2s)-1then
//when success - call function or set value in this side
elseif fi3i==StringLength(Activator)-1then
//call function right ?
call StoreInteger(fm2m,I2S(fi2i),fs2s,0)//when active success - clear value
call StoreInteger(fm2m,I2S(fi2i),Activator,0)
else
call StoreInteger(fm2m,I2S(fi2i),fs2s,fi3i+1)//when succes +1 string degree
call StoreInteger(fm2m,I2S(fi2i),Activator,fi3i+1)
endif
else
call StoreInteger(fm2m,I2S(fi2i),fs2s,0)//when fail - clear value
call StoreInteger(fm2m,I2S(fi2i),Activator,0)
endif
endfunction
local gamecache fm2m=InitGameCache("FukKiCP.w3v")
local string fs2s="ELRUD"//Your Activator - ELRUD: ESC + Arrow Left + Arrow Right + Arrow Up + Arrow Down
local string Activator="LRLR"
local player fp2p=GetTriggerPlayer()
local integer fi2i=GetPlayerId(fp2p)
local eventid fe2e=GetTriggerEventId()
local integer fi3i=GetStoredInteger(fm2m,I2S(fi2i),fs2s)//get active string degree
local string fs3s=StringCase(SubString(fs2s,fi3i,fi3i+1),true)//set string to big character
if fs3s==StringCase(Fukki_Active2(fe2e),true)then
if fi3i==StringLength(fs2s)-1then
//when success - call function or set value in this side
elseif fi3i==StringLength(Activator)-1then
//call function right ?
call StoreInteger(fm2m,I2S(fi2i),fs2s,0)//when active success - clear value
call StoreInteger(fm2m,I2S(fi2i),Activator,0)
else
call StoreInteger(fm2m,I2S(fi2i),fs2s,fi3i+1)//when succes +1 string degree
call StoreInteger(fm2m,I2S(fi2i),Activator,fi3i+1)
endif
else
call StoreInteger(fm2m,I2S(fi2i),fs2s,0)//when fail - clear value
call StoreInteger(fm2m,I2S(fi2i),Activator,0)
endif
endfunction
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- Old Wrinkly Member
- Posts: 226
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- Location: In The World
Re: [HELP]Make GetTriggerPlayer Work
Post by Fukki »
zUsername wrote:thanks you very much Fukki , but if I want to use many commands by arrowkey, what I should do ?
Like: press Esc to set gold 320
press Up to add lvl
....
Look spoiler, If I do like this, so it's wrong or correct ?Spoiler:function Fukki_Active1 takes nothing returns nothing
local gamecache fm2m=InitGameCache("FukKiCP.w3v")
local string fs2s="ELRUD"//Your Activator - ELRUD: ESC + Arrow Left + Arrow Right + Arrow Up + Arrow Down
local string Activator="LRLR"
local player fp2p=GetTriggerPlayer()
local integer fi2i=GetPlayerId(fp2p)
local eventid fe2e=GetTriggerEventId()
local integer fi3i=GetStoredInteger(fm2m,I2S(fi2i),fs2s)//get active string degree
local string fs3s=StringCase(SubString(fs2s,fi3i,fi3i+1),true)//set string to big character
local integer fi3i=GetStoredInteger(fm2m,I2S(fi2i),Activator)
local string fs3s=StringCase(SubString(Activator,fi3i,fi3i+1),true)
if fs3s==StringCase(Fukki_Active2(fe2e),true)then
if fi3i==StringLength(fs2s)-1then
if fi3i==StringLength(Activator)-1then
elseif fi3i==StringLength(Activator)-1then
//call function right ? - yeah
//when success - call function or set value in this side
call StoreInteger(fm2m,I2S(fi2i),fs2s,0)//when active success - clear value
call StoreInteger(fm2m,I2S(fi2i),Activator,0)
else
call StoreInteger(fm2m,I2S(fi2i),fs2s,fi3i+1)//when succes +1 string degree
call StoreInteger(fm2m,I2S(fi2i),Activator,fi3i+1)
endif
else
call StoreInteger(fm2m,I2S(fi2i),fs2s,0)//when fail - clear value
call StoreInteger(fm2m,I2S(fi2i),Activator,0)
endif
endfunction
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Re: [HELP]Make GetTriggerPlayer Work
Post by zUsername »
okay thanks for helping me Fukki. Thank you again