Im sorry for making so many threads, but atleast it shows im trying. But anyway I keep getting Out Of Range errors that make no sense (i defined the variables).
1) Specialbots.pas (edited by me made by Gizd) {I changed it like this so that it would be using the acual Health and not a Var}
SpecialBots.pas \/ SOLVED
const
CLASSES = 5; //how many bot classes you want
//for dmgammount ********************************
Type Player = Record
Active: Boolean;
Countdown: Integer;
Caps: Byte;
Damage: Integer;
TakenDamage:Integer;
End;
var
Players: Array[1 .. 32] Of Player;
s, t, kaz, totalcaps: Byte;
//for dmgammount ******************************
type
SBot = Record
BName : string;
BHealth : integer;
BHPReg : integer;
BRegLim : boolean;
BShowHP : boolean;
BHColor : longint;
BWeapon : byte;
BBonus : byte;
BBonT : integer;
BDamage : integer;
BWaveVal: byte;
BWaveStl: byte;
BWaveSpd: integer;
end;
var
TheBot: array[0..CLASSES] of SBot;
IGB: array[1..32] of SBot;
BotHpLeft: array[1..32] of integer;
UnAssign: array[1..32] of boolean;
//********************************************************************
procedure ActivateServer();
begin
for t := 1 to 32 do begin
Players[t].Active := false;
Players[t].Countdown := 0;
Players[t].Caps := 0;
Players[t].Damage := 0;
Players[t].TakenDamage := 0;
end;
begin
TheBot[1].BName := 'Vortex';
TheBot[1].BHealth := 40;
TheBot[1].BHPReg := 20;
TheBot[1].BRegLim := true;
TheBot[1].BShowHP := true;
TheBot[1].BHColor := $666666;
TheBot[1].BWeapon := 10;
TheBot[1].BBonus := 1;
TheBot[1].BBonT := 300;
TheBot[1].BDamage := 99500;
TheBot[1].BWaveVal:= 20;
TheBot[1].BWaveStl:= 7;
TheBot[1].BWaveSpd:= 5;
end;
begin
TheBot[2].BName := 'Zombie';
TheBot[2].BHealth := 125;
TheBot[2].BHPReg := 25;
TheBot[2].BRegLim := true;
TheBot[2].BShowHP := false;
TheBot[2].BHColor := $FF0000;
TheBot[2].BWeapon := 15;
TheBot[2].BBonus := 255;
TheBot[2].BBonT := 0;
TheBot[2].BDamage := 3;
TheBot[2].BWaveVal:= 0;
TheBot[2].BWaveStl:= 1;
TheBot[2].BWaveSpd:= 0;
end;
begin
TheBot[3].BName := 'Elite Zombie';
TheBot[3].BHealth := 500;
TheBot[3].BHPReg := 2;
TheBot[3].BRegLim := true;
TheBot[3].BShowHP := true;
TheBot[3].BHColor := $FF0000;
TheBot[3].BWeapon := 15;
TheBot[3].BBonus := 255;
TheBot[3].BBonT := 0;
TheBot[3].BDamage := 30;
TheBot[3].BWaveVal:= 5;
TheBot[3].BWaveStl:= 3;
TheBot[3].BWaveSpd:= 5;
end;
begin
TheBot[4].BName := 'Slicer Zombie';
TheBot[4].BHealth := 250;
TheBot[4].BHPReg := 5;
TheBot[4].BRegLim := true;
TheBot[4].BShowHP := true;
TheBot[4].BHColor := $00ff00;
TheBot[4].BWeapon := 14;
TheBot[4].BBonus := 255;
TheBot[4].BBonT := 0;
TheBot[4].BDamage := 5;
TheBot[4].BWaveVal:= 10;
TheBot[4].BWaveStl:= 13;
TheBot[4].BWaveSpd:= 5;
end;
begin
TheBot[5].BName := 'Kamakazi';
TheBot[5].BHealth := 3;
TheBot[5].BHPReg := 0;
TheBot[5].BRegLim := true;
TheBot[5].BShowHP := false;
TheBot[5].BHColor := $FF0000;
TheBot[5].BWeapon := 15;
TheBot[5].BBonus := 1;
TheBot[5].BBonT := 300;
TheBot[5].BDamage := 1;
TheBot[5].BWaveVal:= 150;
TheBot[5].BWaveStl:= 3;
TheBot[5].BWaveSpd:= 5;
end;
//THIS SET WILL BE GIVEN TO ANY OTHER BOT & TO ALL PLAYERS
begin
TheBot[0].BName := 'THIS TEXT SHOULD''T BE A BOT NAME(OR HUMAN NAME)';
TheBot[0].BHealth := 150;
TheBot[0].BHPReg := 1;
TheBot[0].BRegLim := true;
TheBot[0].BShowHP := false;
TheBot[0].BHColor := $000000;
TheBot[0].BWeapon := 255;
TheBot[0].BBonus := 255;
TheBot[0].BBonT := 0;
TheBot[0].BDamage := 1;
TheBot[0].BWaveVal:= 0;
TheBot[0].BWaveStl:= 0;
TheBot[0].BWaveSpd:= 0;
end;
{ begin
TheBot[10].BName := 'Kamikaze'; D
TheBot[10].BHealth := 200; D
TheBot[10].BHPReg := 0; D
TheBot[10].BRegLim := false; D
TheBot[10].BShowHP := false; D
TheBot[10].BHColor := $FFFF00; D
TheBot[10].BWeapon := 16; D
TheBot[10].BBonus := 255; D
TheBot[10].BBonT := 0; D
TheBot[10].BDamage := 1; D
TheBot[10].BWaveVal:= 25; D
TheBot[10].BWaveStl:= 4; D
TheBot[10].BWaveSpd:= 20; D
end; }
end;
//********************************************************************
procedure Explode(Target: byte);
var i: byte;
begin
for i:= 1 to IGB[Target].BWaveVal do CreateBullet(GetPlayerStat(Target,'X'),GetPlayerStat(Target,'Y'),Random(IGB[Target].BWaveSpd, -(IGB[Target].BWaveSpd)),Random(IGB[Target].BWaveSpd, -(IGB[Target].BWaveSpd)), 100, IGB[Target].BWaveStl, Target);
end;
procedure ShowHP(Target,Shooter: byte);
begin
DrawText(Shooter, IntToStr(GetPlayerStat(Target,'Helath')), 180, IGB[Target].BHColor, 0.1, 260, 350);
end;
procedure Assign(ID: Byte);
var i: byte;
begin
for i:= 1 to CLASSES do if IDToName(ID) = TheBot[i].BName then begin
IGB[ID] := TheBot[i];
DoDamage(ID,200);
end;
if IGB[ID].BName = '' then begin
IGB[ID]:= TheBot[0];
UnAssign[ID]:= true;
end;
end;
procedure Regenerate(ID: byte);
begin
if IGB[ID].BRegLim then begin
if (IGB[ID].BHealth - GetPlayerStat(ID,'Helath')) < IGB[ID].BHPReg then DoDamage(ID,(IGB[ID].BHealth-GetPlayerStat(ID,'Helath')));
if (IGB[ID].BHealth - GetPlayerStat(ID,'Helath')) >= IGB[ID].BHPReg then DoDamage(ID,(IGB[ID].BHPReg-IGB[ID].BHPReg-IGB[ID].BHPReg));
end else if GetPlayerStat(ID,'Helath') < 65000 then DoDamage(ID,(IGB[ID].BHPReg-IGB[ID].BHPReg-IGB[ID].BHPReg));
end;
{procedure AllHealth;
var
HP: string;
i: byte;
begin
HP:= '';
for i:= 1 to 32 do if GetPlayerStat(i,'Active') then if GetPlayerStat(i,'Team') = 1 then begin
if UnAssign[i] then HP:= HP + IDToName(i) + ' : ' + IntToStr(GetPlayerStat(i,'Health')) + chr(10) + chr(13);
if not UnAssign[i] then HP:= HP + IDToName(i) + ' : ' + IntToStr(BotHpLeft[i]) + chr(10) + chr(13);
end;
DrawText(0, HP, 240, $66FFFF00, 0.08, 10, 60);
end;
}
//********************************************************************
var
n: Byte;
kamdist: Single;
procedure OnPlayerKill(Killer, Victim: byte;Weapon: string);
begin
if not UnAssign[Victim] then if IGB[Victim].BWaveVal > 0 then Explode(Victim);
end;
procedure AppOnIdle(Ticks: integer);
var i: byte;
begin
// AllHealth;
for i:= 1 to 32 do if not UnAssign[i] then begin
if IDToName(i) <> IGB[i].BName then Assign(i);
if (IGB[i].BBonT >= 60) and (IGB[i].BBonus <> 255) then if Ticks mod IGB[i].BBonT = 0 then GiveBonus(i, IGB[i].BBonus);
if IGB[i].BWeapon <> 255 then if (GetPlayerStat(i, 'Primary') <> IGB[i].BWeapon) or (GetPlayerStat(i, 'Secondary') <> 255) then ForceWeapon(i, IGB[i].BWeapon, 255, 0);
// if (IGB[i].BHPReg <> 0) and (GetPlayerStat(i,'Alive')= true) then Regenerate(i);
end;
end;
procedure OnPlayerRespawn(ID: Byte);
begin
if GetPlayerStat(ID,'Human') then begin
if not UnAssign[ID] then begin
DoDamage(ID,(GetPlayerStat(ID,'Helath')-TheBot[0].BHealth));
if IGB[0].BBonus <> 255 then GiveBonus(ID, IGB[0].BBonus);
if IGB[0].BWeapon <> 255 then ForceWeapon(ID, IGB[0].BWeapon, 255, 0);
end;
end;
if not GetPlayerStat(ID,'Human') then begin
if not UnAssign[ID] then begin
DoDamage(ID,(GetPlayerStat(ID,'Helath')-TheBot[ID].BHealth));
if IGB[ID].BBonus <> 255 then GiveBonus(ID, IGB[ID].BBonus);
if IGB[ID].BWeapon <> 255 then ForceWeapon(ID, IGB[ID].BWeapon, 255, 0);
end;
end;
end;
function OnPlayerDamage(Victim,Shooter: Byte;Damage: Integer) : integer;
begin
Result:= Damage;
if not UnAssign[Victim] then if IGB[Victim].BShowHP then ShowHP(Victim, Shooter);
if not UnAssign[Shooter] then if IGB[Shooter].BDamage <> 1 then Result:= Damage*IGB[Shooter].BDamage;
Players[Shooter].Damage := Players[Shooter].Damage + Damage;
Players[Victim].TakenDamage := Players[Victim].TakenDamage + Damage;
end;
//for dmgammunt***************************************** \/
procedure OnMapChange(NewMap: String);
begin
For s := 1 To 32 Do Begin
WriteConsole(s,'*******************************************',$66330000);
WriteConsole(s,'You did ' + inttostr(Players[s].Damage) + ' damage.',$ffff3399);
WriteConsole(s,'You took ' + inttostr(Players[s].TakenDamage) + ' damage.',$ffff3399);
WriteConsole(s,'*******************************************',$66330000);
Players[s].Active := false;
Players[s].Caps := 0;
Players[s].Countdown := 0;
Players[s].Damage := 0;
Players[s].TakenDamage := 0;
end;
end;
//********************************************************************
procedure OnJoinGame(ID, Team: Byte);
begin
if GetPlayerStat(ID,'Human') then UnAssign[ID]:= true;
Players[ID].Active := false;
Players[ID].Caps := 0;
Players[ID].Countdown := 0;
Players[ID].Damage := 0;
Players[ID].TakenDamage := 0;
end;
procedure OnLeaveGame(ID, Team: byte; Kicked: boolean);
begin
UnAssign[ID]:= false;
Players[ID].Active := false;
Players[ID].Caps := 0;
Players[ID].Countdown := 0;
Players[ID].Damage := 0;
Players[ID].TakenDamage := 0;
end;
//********************************************************************
In this one I get an Out Of Range error for OnJoinGame and OnPlayerRespawn
I get similar errors in another script but I will probably be able to fix it myself once I know what is wrong with the one above.
THANK YOU
EDIT: side problem EDIT-EDIT Main Problem
Why is this block of code not working if the victim's name is Kamakazi or Vortex?! Thank you.
function OnPlayerDamage(Victim,Shooter: Byte;Damage: Integer) : integer;
begin
tmod:=0
Result:= Damage;
//WriteConsole(Shooter,inttostr(Damage),$ffff3399);
//if TheBot[Victim].BShowHP then ShowHP(Victim, Shooter);
if IDToName(Victim) = 'Kamakazi' then tmod:=(GetPlayerStat(Victim,'health')-(GetPlayerStat(Victim,'health')-2));
if IDToName(Victim) = 'Vortex' then tmod:=(GetPlayerStat(Victim,'health')-(GetPlayerStat(Victim,'health')-20));
if not UnAssign[Shooter] then if IGB[Shooter].BDamage <> 1 then Result:= Damage*IGB[Shooter].BDamage+tmod;
Players[Shooter].Damage := Players[Shooter].Damage + Damage;
Players[Victim].TakenDamage := Players[Victim].TakenDamage + Damage;
end;