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//=================================
// PoliceJailCell
//=================================
Class PoliceJailCell extends Teleporter;
Var PoliceCrimeMon PCMM;
Var Human Prisoner;
Var ReleasePlace RPLL;
function BeginPlay()
{
local PoliceCrimeMon PCM;
local ReleasePlace RPL;
foreach AllActors(class'PoliceCrimeMon',PCM)
{
PCMM = PCM;
}
foreach AllActors(Class'ReleasePlace',RPL)
{
RPLL = RPL;
}
}
simulated function bool Accept( actor Incoming, Actor Source )
{
local int i;
local int timein;
local int timein2;
local DeusExWeapon DEW;
foreach AllActors(class'DeusExWeapon',DEW)
{
if(DEW.Owner == Human(Incoming))
{
if(DEW.IsA('CozCreditCard'))
{
//Cozmo: Don't destroy this. I think it's "if(!(stuff))" to do it properly but idk.
}
else
{
DEW.Destroy();
}
}
}
Super.Accept(Incoming, Source);
if(Incoming.IsA('Human'))
{
for (i=1; i<20; i++)
{
if(Human(Incoming) == PCMM.Criminal[i])
{
timein = PCMM.CriminalLevel[i]*25;
timein2 = timein / 60;
Human(Incoming).Alliance = 'Player';
Human(Incoming).ClientMessage("|p2When you were captured, you had a criminal level of "$PCMM.CriminalLevel[i]);
Human(Incoming).ClientMessage("|p2This means your sentance is "$timein$" seconds long. ("$timein2$" minutes long.)");
Prisoner = Human(Incoming);
Prisoner.HealPlayer(50, true);
PCMM.CriminalLevel[i] = 0;
PCMM.Criminal[i] = None;
SetTimer(float(timein), false);
}
}
}
}
function Timer()
{
Prisoner.SetLocation(RPLL.Location);
Prisoner.ClientMessage("|P2We will be keeping any weapons you had when you were arrested.");
Prisoner.ClientMessage("|P2You have been released from jail. For now.");
Prisoner = None;
}
defaultproperties
{
}
Not sure why it's not working. I suspect it's a problem with "SetTimer(float(timein), false)" though. Tried it with the variable still as an int but I get the same result. Am I just doing something silly like converting it to float wrong?