AggrorJorn Posted August 12, 2014 Share Posted August 12, 2014 I noticed severall bugs in the FPSPlayer.lua script but forgot to report it. In all cases the 'self.' keyword is forgotten. The following functions should be replaced. --Return whether the player is crouching function Script:IsAlive() return self.alive and 1 or 0 end --TakeDamage function Script:TakeDamage(damage) --Decrease health self.health = self.health - damage; --Call OnHit output self:OnHit() --If health lower or equal to zero, the player is dead if self.health <= 0 then self.alive = false --Call the OnDead output self:OnDead() end end --Increase health function Script:ReceiveHealth(healthPoints)--in --Increase health self.health = self.health + healthPoints; --Health can not be more then maximum health if self.health > self.maxHealth then self.health = self.maxHealth end --Call Health received output self.component:CallOutputs("HealthReceived") end --when health is zero or lower, an output call is made function Script:OnDead()--out --Extra check to make sure that the player is no longer alive if not(self:IsAlive()) then self.component:CallOutputs("Ondead") end end FPSPlayer.lua Link to comment Share on other sites More sharing options...
Josh Posted August 20, 2014 Share Posted August 20, 2014 Thank you. This doesn't affect the behavior, because no one uses more than one FPS script, but it is a mistake in design. Will be uploaded. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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