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Messages - Anik

#16
Snippet Showroom / ..
Jun 29, 2017, 04:47 PM
FFS stop posting in wrong boards.
#17

Still same error
#18
Same here.. Works on linux but not on windows 64 bit.
#19
Quote from: Anik on May 24, 2017, 06:43 AMNice. Please open another clan tomorrow. and another one after tomorrow. pl0x
#20
Quote from: Yankee on Jun 23, 2017, 10:39 PMCan anyone help me i installed this system it is working very good but it isn't save stats.What should I do or where i did wrong ?
Elaborate
#21
Update for registration system

  • Added some commands and modified the script for a better performance
  • First time when I released the system I forgot to remove some useless variables, but no one complained about it :-\ . So removed useless variables
  • Made the design look a bit more cool.
  • Now you can use either the login button or press Enter to register/login
Check first post for the code.

https://www.youtube.com/watch?v=9c-SY5lucac#
#22
Quote from: luchgox on Jun 19, 2017, 03:05 PMHey Anik,
              I'm very pleased to your this GUI Editor.I like to suggest you a idea.

-How about,If color mode should be changed from "Page up and down" to a cmd ("/changecolour (R/G/B)"). Because I'm tired to tap tap the page up and down button.Suppose if people want to paste their own colour (according rgb) they can do easily (/changecolour 124 155 100)?.

I hope you understand me
Thanks for your suggestion. Will be added in future update.
#23
Quote from: vito1 on Jun 15, 2017, 12:06 PMAsk VKs developers for this plugins. They will share it.
#24
Use switch case instead of tons of if statements.

if( M == 1 ) { NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 2 ) { NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 3 ) { NPC.MoveTo( Vector( NPC.Pos.x, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 4 ) { NPC.MoveTo( Vector( NPC.Pos.x, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
    if( M == 5 ) { NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 6 ) { NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 7 ) { NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 8 ) { NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }

 Like this :

switch( M )
{
case 1: NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 2: NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 3: NPC.MoveTo( Vector( NPC.Pos.x, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 4: NPC.MoveTo( Vector( NPC.Pos.x, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
    case 5: NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 6: NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 7: NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 8: NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
}
#25
Fuck!! I posted in wrong topic.. Lmao... Sorry.. xd
#26
Quote from: KAKAN on Jun 13, 2017, 09:36 AM
Quote from: Anik on Jun 13, 2017, 08:25 AMUse switch case instead of using tons of if statement.
?????

if( M == 1 ) { NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 2 ) { NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 3 ) { NPC.MoveTo( Vector( NPC.Pos.x, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 4 ) { NPC.MoveTo( Vector( NPC.Pos.x, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
    if( M == 5 ) { NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 6 ) { NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 7 ) { NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 8 ) { NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }

He could used switch case instead of tons of if statements. Like this :

switch( M )
{
case 1: NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 2: NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 3: NPC.MoveTo( Vector( NPC.Pos.x, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 4: NPC.MoveTo( Vector( NPC.Pos.x, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
    case 5: NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 6: NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 7: NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 8: NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
}
#27
Use switch case instead of using tons of if statement.