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Re: Ingame Error? [message #273956 is a reply to message #273263] Wed, 18 July 2007 00:11 Go to previous messageGo to previous message
dead6re is currently offline  dead6re
Messages: 602
Registered: September 2003
Karma:
Colonel
Oh sorry, My code was to act on yourself.

class testChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		 if (Is_Mod("Test_Mods.txt",Get_Player_Name_By_ID(ID))) {
			 Get_GameObj_By_Player_Name(Text[1].c_str()); // Gets GameObj using Player Name
			 Change_Character(obj, "GDI_MP");
			 Commands->Attach_Script(obj, "JFW_Permanent_No_Falling_Damage", ""); // Prevent obj from recieving falling damage
			 Commands->Give_Powerup(obj,"CnC_POW_AutoRifle_Player_GDI", ""); // Give GDI Auto Rifle

			 SimpleDynVecClass<GameObject*> List = Get_All_Objects_By_Preset(2,"Signal_Flares"); // Get a list of all the flares (MAKE SURE THE TEAM IS SET TO 2! WILL NOT WORK OTHERWISE)
			 int id = Commands->Get_Random_Int(0, List.Count()-1) // C++ always starts at 0, not 1 therefore -1 :)
			 GameObject *RandObj = List[id]; // Pick the GameObj
			 Commands->Set_Position(obj, Commands->Get_Position(RandObj)); // Move the position of your GameObj to the flare!
		 }
		 else {
			 char Bad[256];
			 sprintf(Bad, "ppage %d You do not have access to this command", ID);
			 Console_Input(Bad);
		 }
	}
}


Let all your wishes be granted except one, so you will still have something to strieve for.

[Updated on: Wed, 18 July 2007 00:11]

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