Posted by Vans in Jmorphman's WIP thread: Project S.H.I.N.(go) (Started by Jmorphman November 01, 2010, 09:13:43 PM
Vans its great to see you back ! I cant wait to test the updates when I finish work today. Also a new buffer system ? Do you plan to elaborate on it in the future ?
No se porque tanto alboroto, miedo y rencor, si de sobra se sabia que cualquiera que ganara las elecciones va a seguir siendo lo mismo, eso demuestra que la gente sigue siendo manipulable e ingenua o mas bien ignorante, se preocupan mas por los rumores en las redes sociales y medios de entretenimiento
f (4), df(3), d(3), db(3), b(3),
f (4), df(4), d(3), db(3), b(3),
f (4), df(4), d(4), db(3), b(3),
f (4), df(4), d(4), db(4), b(3),
f (4), df(4), d(4), db(4), b(4),
f (5), df(4), d(4), db(4), b(4)...
I think if the helper spawns and put's it's own ID as sysvar(3) and you crosscheck that it'd be improbable a dev accidentally set it.
This could also be great for characters that have transformations. It could be a way to check for alt animations during custom states so the character doesn’t have to switch back.
That one might be a stretch though.
Ok, so this is not the same Yagami-AD showed in the video.
So how are we going to know which playerID is what? Some characters spawn with helpers. A copy/paste job may not work with a random helper number because it could be used, right?
n should be a well-formed expression that evaluates to a non- negative integer. The trigger is redirected to the player with unique ID equal to ID. See the "ID" and "PlayerExistID" triggers in the trigger documentation.
Any helper that is created during this time will also receive its own unique ID number.