Difference between revisions of "TMap.Spawns"
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==Description== | ==Description== | ||
Array of [[TActiveSpawnPoint]], holding all spawn points on the map.<br> | Array of [[TActiveSpawnPoint]], holding all spawn points on the map.<br> | ||
− | '''Note: it's an array[1..255], NOT [0..255]. Calling Spawns[0] will cause an error''' | + | '''Note: it's an array[1..255], NOT [0..255]. Calling Spawns[0] will cause an error. Use other higher type than Byte (e.g., Word, Integer) for "for i := 1 to 255 do" as it will make not ending loop.''' |
==Example== | ==Example== |
Latest revision as of 01:09, 17 June 2018
property Spawns[ID: Byte]: TActiveSpawnPoint Access mode: R
Description
Array of TActiveSpawnPoint, holding all spawn points on the map.
Note: it's an array[1..255], NOT [0..255]. Calling Spawns[0] will cause an error. Use other higher type than Byte (e.g., Word, Integer) for "for i := 1 to 255 do" as it will make not ending loop.
Example
The below example will check whether the player spawned somewhere far off of his team's spawnpoints. If he is too far away, he gets killed to spawn in the right place.
procedure onPlayerRespawn(ID:Byte);
var
i:Byte;
Player_X,
Player_Y:Single;
begin
if Players[ID].Human then begin
Player_X := Players[ID].X;
Player_Y := Players[ID].Y;
for i := 1 to 255 do
if (Map.SpawnPoints[i].Style = Players[ID].Team) and
(Distance(Map.SpawnPoints[i].X,Map.SpawnPoints[i].Y,Player_X,Player_Y) < 50)
then Exit;
end;
Players[ID].Damage(ID,200);
Players[ID].writeConsole('You spawned too far away from your team''s spawnpoint.');
end;