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0
When shooting any unit I get an error related to this trigger. Something about a "Divide by zero".
Wait(0.05, c_timeGame); CameraSetValue(1, c_cameraValuePitch, CameraGetPitch(1) - 0.5, 0.0, -1, 10); Wait(0.05, c_timeGame);} else {if((gv_ammo > 0) && (gv_weapon == 0)) { gv_pitch = CameraGetPitch(1); UnitSetFacing(gv_mainUnit, CameraGetYaw(1), 0.1); CameraShakeStart(1, c_cameraPositionEye, c_cameraDirectionZ, 0.0125, 1.0, 100.0, 18.0); CameraShakeStart(1, c_cameraPositionEye, c_cameraDirectionX, 0.0125, 1.0, 100.0, 18.0); gv_rapidFire = 1; TriggerExecute(gt_Animation, true, false);} while((gv_repfire == 1) && (UnitIsAlive(gv_mainUnit) == true) && (gv_ammo > 0)) { UnitSetFacing(gv_mainUnit, CameraGetYaw(1), 0.1); gv_ammo -= 1; Wait(0.025, c_timeGame); gf_Traceline(UnitGetPosition(gv_cameraFollow), (WorldHeight(c_heightMapGround, UnitGetPosition(gv_cameraFollow)) + 0.75), 1); SoundPlayOnUnit(SoundLink("Marine_AttackLaunch", -1), PlayerGroupAll(), gv_mainUnit, 0.9, 100.0, 0.0); libNtve_gf_AttachModelToUnit(gv_mainUnit, "MarineAttackLaunch", "Weapon"); CameraSetValue(1, c_cameraValuePitch, CameraGetPitch(1) - 0.125, 0.0, -1, 10); } gv_repfire = 0; CameraShakeStop(1);} if((gv_fuel > 0) && (gv_weapon == 2)) { UnitSetFacing(gv_mainUnit, CameraGetYaw(1), 0.1); gv_repfire = 1; TriggerExecute(gt_Animation, true, false); while((gv_repfire == 1) && (UnitIsAlive(gv_mainUnit) == true) && (gv_fuel > 0)) { gv_gas -= 1; gf_TracelineFlamer(UnitGetPosition(gv_cameraFollow), (WorldHeight(c_heightMapGround, UnitGetPosition(gv_cameraFollow)) + 0.75), 1); Wait(0.05, c_timeGame); } gv_repfire = 0;} if((gv_sniper > 0) && (gv_weapon == 3) && (UnitIsAlive(gv_mainUnit) == true)) { UnitSetFacing(gv_mainUnit, CameraGetYaw(1), 0.1); gv_pitch = CameraGetPitch(1); TriggerExecute(gt_Animation, true, false); Wait(0.2, c_timeGame); gv_sniper -= 1; gf_TracelineSniper(UnitGetPosition(gv_cameraFollow), (WorldHeight(c_heightMapGround, UnitGetPosition(gv_cameraFollow)) + 0.75), 1); libNtve_gf_AttachModelToUnit(gv_mainUnit, "MarineAttackLaunch", "Weapon"); SoundPlayOnUnit(SoundLink("Ghost_AttackLaunch", -1), PlayerGroupAll(), gv_mainUnit, 0.375, 100.0, 0.0); CameraSetValue(1, c_cameraValuePitch, CameraGetPitch(1) - 0.30, 0.0, -1, 10); Wait(0.05, c_timeGame); CameraSetValue(1, c_cameraValuePitch, CameraGetPitch(1) - 0.30, 0.0, -1, 10); Wait(0.1, c_timeGame); libNtve_gf_PlayAnimation(libNtve_gf_MainActorofUnit(gv_mainUnit), c_animNameDefault, "Stand", 0, c_animTimeDefault); } gv_rapidFire = 0; if((gv_pitch > 180 && CameraGetPitch(1) > 180) || (gv_pitch < 180 && CameraGetPitch(1) < 180) && ((gv_weapon == 0) || (gv_item == 1) || (gv_item == 3))) { CameraSetValue(1, c_cameraValuePitch, CameraGetPitch(1) + ((gv_pitch - CameraGetPitch(1)) / 2), 0.0, -1, 10); } else if((gv_pitch < 180) && (CameraGetPitch(1) > 180) && ((gv_item == 0) || (gv_item == 1) || (gv_item == 3))) {CameraSetValue(1, c_cameraValuePitch, CameraGetPitch(1) + ((gv_pitch + (360 - CameraGetPitch(1))) / 2), 0.0, -1, 10); } if(gv_item == 1) {Wait(0.5, c_timeGame); } Wait(0.100, c_timeGame); libNtve_gf_PlayAnimation(libNtve_gf_MainActorofUnit(gv_mainUnit), c_animNameDefault, "Stand", 0, 0.0); TriggerEnable(gt_AttackDown, true); TriggerEnable(gt_KeyDown, true); TriggerEnable(gt_KeyUp, true); gv_reloadEnable = 1;}
0
When shooting any unit I get an error related to this trigger. Something about a "Divide by zero".
Wait(0.05, c_timeGame);
CameraSetValue(1, c_cameraValuePitch, CameraGetPitch(1) - 0.5, 0.0, -1, 10);
Wait(0.05, c_timeGame);}
else {if((gv_ammo > 0) && (gv_weapon == 0)) {
gv_pitch = CameraGetPitch(1);
UnitSetFacing(gv_mainUnit, CameraGetYaw(1), 0.1);
CameraShakeStart(1, c_cameraPositionEye, c_cameraDirectionZ, 0.0125, 1.0, 100.0, 18.0);
CameraShakeStart(1, c_cameraPositionEye, c_cameraDirectionX, 0.0125, 1.0, 100.0, 18.0);
gv_rapidFire = 1;
TriggerExecute(gt_Animation, true, false);}
while((gv_repfire == 1) && (UnitIsAlive(gv_mainUnit) == true) && (gv_ammo > 0)) {
UnitSetFacing(gv_mainUnit, CameraGetYaw(1), 0.1);
gv_ammo -= 1;
Wait(0.025, c_timeGame);
gf_Traceline(UnitGetPosition(gv_cameraFollow), (WorldHeight(c_heightMapGround, UnitGetPosition(gv_cameraFollow)) + 0.75), 1);
SoundPlayOnUnit(SoundLink("Marine_AttackLaunch", -1), PlayerGroupAll(), gv_mainUnit, 0.9, 100.0, 0.0);
libNtve_gf_AttachModelToUnit(gv_mainUnit, "MarineAttackLaunch", "Weapon");
CameraSetValue(1, c_cameraValuePitch, CameraGetPitch(1) - 0.125, 0.0, -1, 10); }
gv_repfire = 0;
CameraShakeStop(1);}
if((gv_fuel > 0) && (gv_weapon == 2)) {
UnitSetFacing(gv_mainUnit, CameraGetYaw(1), 0.1);
gv_repfire = 1;
TriggerExecute(gt_Animation, true, false);
while((gv_repfire == 1) && (UnitIsAlive(gv_mainUnit) == true) && (gv_fuel > 0)) {
gv_gas -= 1;
gf_TracelineFlamer(UnitGetPosition(gv_cameraFollow), (WorldHeight(c_heightMapGround, UnitGetPosition(gv_cameraFollow)) + 0.75), 1);
Wait(0.05, c_timeGame); }
gv_repfire = 0;}
if((gv_sniper > 0) && (gv_weapon == 3) && (UnitIsAlive(gv_mainUnit) == true)) {
UnitSetFacing(gv_mainUnit, CameraGetYaw(1), 0.1);
gv_pitch = CameraGetPitch(1);
TriggerExecute(gt_Animation, true, false);
Wait(0.2, c_timeGame);
gv_sniper -= 1;
gf_TracelineSniper(UnitGetPosition(gv_cameraFollow), (WorldHeight(c_heightMapGround, UnitGetPosition(gv_cameraFollow)) + 0.75), 1);
libNtve_gf_AttachModelToUnit(gv_mainUnit, "MarineAttackLaunch", "Weapon");
SoundPlayOnUnit(SoundLink("Ghost_AttackLaunch", -1), PlayerGroupAll(), gv_mainUnit, 0.375, 100.0, 0.0);
CameraSetValue(1, c_cameraValuePitch, CameraGetPitch(1) - 0.30, 0.0, -1, 10);
Wait(0.05, c_timeGame);
CameraSetValue(1, c_cameraValuePitch, CameraGetPitch(1) - 0.30, 0.0, -1, 10);
Wait(0.1, c_timeGame);
libNtve_gf_PlayAnimation(libNtve_gf_MainActorofUnit(gv_mainUnit), c_animNameDefault, "Stand", 0, c_animTimeDefault); }
gv_rapidFire = 0;
if((gv_pitch > 180 && CameraGetPitch(1) > 180) || (gv_pitch < 180 && CameraGetPitch(1) < 180) && ((gv_weapon == 0) || (gv_item == 1) || (gv_item == 3))) {
CameraSetValue(1, c_cameraValuePitch, CameraGetPitch(1) + ((gv_pitch - CameraGetPitch(1)) / 2), 0.0, -1, 10); }
else if((gv_pitch < 180) && (CameraGetPitch(1) > 180) && ((gv_item == 0) || (gv_item == 1) || (gv_item == 3))) {CameraSetValue(1, c_cameraValuePitch, CameraGetPitch(1) + ((gv_pitch + (360 - CameraGetPitch(1))) / 2), 0.0, -1, 10); }
if(gv_item == 1) {Wait(0.5, c_timeGame); }
Wait(0.100, c_timeGame);
libNtve_gf_PlayAnimation(libNtve_gf_MainActorofUnit(gv_mainUnit), c_animNameDefault, "Stand", 0, 0.0);
TriggerEnable(gt_AttackDown, true);
TriggerEnable(gt_KeyDown, true);
TriggerEnable(gt_KeyUp, true);
gv_reloadEnable = 1;}