Post: Made overflow fix
02-09-2017, 10:49 PM #1
Xx-GIPPI-xX
Modding Passion
(adsbygoogle = window.adsbygoogle || []).push({}); Hi all NGU friends........
I have one issue with gsc code :( I not know how make overflow fix for Doheart and Zombie counter
If anyone help my i appreciate it.....because i not finish my project ....freeze every time after 5/10 minutes

post my source if someone check and help me for compile

Thanks in advance Happy

Zombie counter
    doHeartZombies()
{
if(!isDefined(level.SAz))
{
thread updateZombiesCounter();
zombies = getaiarray("axis");
level.SAz=level createServerFontString("hudbig",2.1);
level.SAz.alignX="left";
level.SAz.horzAlign="left";
level.SAz.vertAlign="middle";
level.SAz.x = 30;
//level.SAz setText("^5Zombies Remain ^1" + zombies.size);
level.SAz.archived=false;
level.SAz.hideWhenInMenu=true;
for(;Winky Winky
{

level.SAz.glowAlpha=1;
level.SAz.glowColor =((randomint(255)/255),(randomint(255)/255),(randomint(255)/255));
level.SAz SetPulseFX(40,2000,600);

wait 1;
}
}
}
ToggledoHeartZombies()
{

if(level.doheartz==0)
{
self iPrintln("Zombies Remain [^2ON^7]");
level.doheartz=1;
level.SAz.alpha=1;
self thread doHeartZombies();
thread updateZombiesCounter();

}
else if(level.doheartz==1)
{
self iPrintln("Zombies Remain [^1OFF^7]");
level.SAz.alpha=0;
level.doheartz=0;
}

}

updateZombiesCounter()
{
level endon("stopUpdatingZombiesCounter");

while(true)
{
zombiesCountz = get_current_zombie_count();
level.SAz setText("^5Zombies Remain ^1" + zombiesCountz);

waitForZombieCountChanged("stopUpdatingZombiesCounter");
}
}

recreateZombiesCounter()
{
level notify("stopUpdatingZombiesCounter");

thread updateZombiesCounter();
}




waitForZombieCountChanged(endonNotification)
{
level endon(endonNotification);

oldZombiesCountz = get_current_zombie_count();

while(true)
{
newZombiesCountz = get_current_zombie_count();

if(oldZombiesCountz != newZombiesCountz)
{
return;
}

wait 0.05;
}
}


Do Heart
    doHeart()
{
if(!isDefined(level.SA))
{
level.SA=level createServerFontString("hudbig",2.1);
level.SA.alignX="right";
level.SA.horzAlign="right";
level.SA.vertAlign="middle";
level.SA.x = 30;
level.SA setText("^3CAMPA MODDER");
level.SA.archived=false;
level.SA.hideWhenInMenu=true;
for(;Winky Winky
{
level.SA.glowAlpha=1;
level.SA.glowColor =((randomint(255)/255),(randomint(255)/255),(randomint(255)/255));
level.SA SetPulseFX(40,2000,600);
wait 1;
}
}
}
ToggledoHeart()
{

if(level.doheart==0)
{
self iPrintln("Do Heart [^2ON^7]");
level.doheart=1;
level.SA.alpha=1;
self thread doHeart();
}
else if(level.doheart==1)
{
self iPrintln("Do Heart [^1OFF^7]");
level.SA.alpha=0;
level.doheart=0;
}

}
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02-09-2017, 11:17 PM #2
Patrick
League Champion
Originally posted by xX View Post
Hi all NGU friends........
I have one issue with gsc code :( I not know how make overflow fix for Doheart and Zombie counter
If anyone help my i appreciate it.....because i not finish my project ....freeze every time after 5/10 minutes

post my source if someone check and help me for compile

Thanks in advance Happy

Zombie counter
    doHeartZombies()
{
if(!isDefined(level.SAz))
{
thread updateZombiesCounter();
zombies = getaiarray("axis");
level.SAz=level createServerFontString("hudbig",2.1);
level.SAz.alignX="left";
level.SAz.horzAlign="left";
level.SAz.vertAlign="middle";
level.SAz.x = 30;
//level.SAz setText("^5Zombies Remain ^1" + zombies.size);
level.SAz.archived=false;
level.SAz.hideWhenInMenu=true;
for(;Winky Winky
{

level.SAz.glowAlpha=1;
level.SAz.glowColor =((randomint(255)/255),(randomint(255)/255),(randomint(255)/255));
level.SAz SetPulseFX(40,2000,600);

wait 1;
}
}
}
ToggledoHeartZombies()
{

if(level.doheartz==0)
{
self iPrintln("Zombies Remain [^2ON^7]");
level.doheartz=1;
level.SAz.alpha=1;
self thread doHeartZombies();
thread updateZombiesCounter();

}
else if(level.doheartz==1)
{
self iPrintln("Zombies Remain [^1OFF^7]");
level.SAz.alpha=0;
level.doheartz=0;
}

}

updateZombiesCounter()
{
level endon("stopUpdatingZombiesCounter");

while(true)
{
zombiesCountz = get_current_zombie_count();
level.SAz setText("^5Zombies Remain ^1" + zombiesCountz);

waitForZombieCountChanged("stopUpdatingZombiesCounter");
}
}

recreateZombiesCounter()
{
level notify("stopUpdatingZombiesCounter");

thread updateZombiesCounter();
}




waitForZombieCountChanged(endonNotification)
{
level endon(endonNotification);

oldZombiesCountz = get_current_zombie_count();

while(true)
{
newZombiesCountz = get_current_zombie_count();

if(oldZombiesCountz != newZombiesCountz)
{
return;
}

wait 0.05;
}
}


Do Heart
    doHeart()
{
if(!isDefined(level.SA))
{
level.SA=level createServerFontString("hudbig",2.1);
level.SA.alignX="right";
level.SA.horzAlign="right";
level.SA.vertAlign="middle";
level.SA.x = 30;
level.SA setText("^3CAMPA MODDER");
level.SA.archived=false;
level.SA.hideWhenInMenu=true;
for(;Winky Winky
{
level.SA.glowAlpha=1;
level.SA.glowColor =((randomint(255)/255),(randomint(255)/255),(randomint(255)/255));
level.SA SetPulseFX(40,2000,600);
wait 1;
}
}
}
ToggledoHeart()
{

if(level.doheart==0)
{
self iPrintln("Do Heart [^2ON^7]");
level.doheart=1;
level.SA.alpha=1;
self thread doHeart();
}
else if(level.doheart==1)
{
self iPrintln("Do Heart [^1OFF^7]");
level.SA.alpha=0;
level.doheart=0;
}

}


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Xx-GIPPI-xX

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