Code: Select all
//local.me is player
level.a = 1
level.a++
local.me = $me[level.a] //should be now $me[2]
iprintlnbold (level.a) // gives 2
local.namer = $me[level.a]
iprintlnbold (local.namer) // gives NIL
Moderator: Moderators
Code: Select all
//local.me is player
level.a = 1
level.a++
local.me = $me[level.a] //should be now $me[2]
iprintlnbold (level.a) // gives 2
local.namer = $me[level.a]
iprintlnbold (local.namer) // gives NIL
Code: Select all
//CODE NOW!:
//local.me is player
level.a = 1
level.a++
local.me.targetname = me(level.a) //should be now me2
iprintlnbold (level.a) // gives 2
iprintlnbold me(level.a) // gives NIL
Code: Select all
//CODE NOW!:
//local.me is player
level.a = 1
level.a++
//local.me.targetname = me(level.a) //should be now me2
iprintlnbold (level.a) // gives 2
iprintlnbold me(level.a) // gives me2
Posted around the same time so didnt see your post tom,tltrude wrote:"$me" will look for something targetname "me" in the map. If there is nothing that uses that name, it will return "NIL" (no value). You can spawn something and give it that targetname, but it must be done before you give it an index number.
Also, for random you would need somthing like this.
level.a = ( randomint 1 + 16 )
Code: Select all
level.a = 1
level.a++
local.me targetname me(level.a) //should be me2
iprintlnbold (level.a) // gives 2
local.t = local.me.targetname
iprintlnbold (local.t) // gives me