- Joined
- Jun 5, 2008
- Messages
- 2,573
call SetDayNightModels("","")
function bear_carpet takes nothing returns nothing
local sound array s
local boolean b = false
local integer ri
set s[0] = gg_snd_bear1
set s[1] = gg_snd_bear2
set s[2] = gg_snd_bear3
if b == false then
set ri = GetRandomInt(0, 2)
call StartSound( s[ri] )
call BJDebugMsg("works and the integer number was: " + I2S(ri))
set b = true
endif
set ri = GetRandomInt(0, 2)
call StartSound( s[ri] )
call KillSoundWhenDone(s[ri])
endfunction
function InitTrig_Bear_Carpet_Step takes nothing returns nothing
local trigger t = CreateTrigger( )
call TriggerRegisterEnterRectSimple( t, gg_rct_Bear_carpet )
call TriggerAddAction( t, function bear_carpet )
endfunction
Do want!I saw a map, with some blue, white and red lights in it. I think it was made by hamham
Do want!
I once tested GetRandomInt() with that, it constantly showed the exact same random patern![]()
The boolean comparison is useless![]()
GetRandomInt() isn't random, it has a patern which generates numbers.
Same for GetRandomReal()
Example 1,3,6,7,1,2,5...
Etc, try testing a map which displays a random number between 1 and 5.
It will display the same number always when you restart the map
You need a library for the REAL randomness :3
Check the sounds in the sound editer. If they are 3d sounds, they won't play unless you play them from a location
yayy im 2 mins of 60 gameplay ;D
Just make everything Brutally hard like Will said, that could turn one single trap/puzzle/riddle into 20 minutes of gameplay lol
I didn't actually copied it. It's just the beginning which is similiar to eachother/me is feeling copied