Thanks terox for the response
There is no need tho to rebuild everything from scratch buddy
, the first script I posted works perfectly
, but it only works on each player, it does NOT work on players ai.
The script runs off of a gamelogic, to put it simply, it checks if a player within the indicated radius of the gamelogic has lost rating, therefore it will remember that player and will then turn the player into renegade status(by dropping his rating to -100000) and every time he returns to the gamelogic area it will drop his rating, and will return the players rating to normal when he leaves the gamelogic area. This is all for freindly town areas in the mission, so that the townies of each town will hold a 'grudge' against a player that commits a hostile act in their town. As I said, this all works great.
OK. Now the problem: Players can use their ai to 'cheat' and commit kills in the towns without any consequences.
Solution? : Easiest solution is to not allow ai in freindly towns, worst solution tho.
Best solution is to get the script to work on both players and their ai.
And thats what I have been attempting to do. Was attempting to change the command 'player' in the script to something that would not only reference the player but players ai also. But as I think about it now, I dont know if the gamelogics will even activate on any unit other than players anyhow, but I do know that a players ai are local to his machine, so the inital ?!(local player):exit should exit unless the unit the script is running on is local to the player.
You indicated that I improperly inputed the new attempted change to the 'player' commands and should be:{_x addrating -100000} foreach thislist (and similiar commands), so, then should the new commands:?"_x distance _center <= _radius" count thislist > 0 and similiar be :?{_x distance _center <= _radius} count this list > 0 ?
I can make the changes and test the results (will be a lil while to test, am in the middle of working schedule right now)
Thanks
Christian