[Support] How do i delete bounces?
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Here's my bounce code: bounce() 
 {
 trampoline = spawn( "script_model", self.origin );
 trampoline setmodel( "t6_wpn_supply_drop_ally" );
 foreach( player in level.players )
 {
 player iPrintln("Bounce Created By: ^2" + self.name);
 player thread monitortrampoline( trampoline );
 }} monitortrampoline( model ) 
 {
 self endon( "disconnect" );
 level endon( "game_ended" );
 for(;;)
 {
 if( distance( self.origin, model.origin ) < 85 )
 {
 if( self isonground() )
 {
 self setorigin( self.origin );
 }
 self setvelocity( self getvelocity() + ( 0, 0, 999 ) );
 }
 wait 0.01;
 }} I just need a function that deletes all the bounces by that player . Sorry if it seems like a lot, having issues getting it to work 
- 
Here's my bounce code: bounce() 
 {
 trampoline = spawn( "script_model", self.origin );
 trampoline setmodel( "t6_wpn_supply_drop_ally" );
 foreach( player in level.players )
 {
 player iPrintln("Bounce Created By: ^2" + self.name);
 player thread monitortrampoline( trampoline );
 }} monitortrampoline( model ) 
 {
 self endon( "disconnect" );
 level endon( "game_ended" );
 for(;;)
 {
 if( distance( self.origin, model.origin ) < 85 )
 {
 if( self isonground() )
 {
 self setorigin( self.origin );
 }
 self setvelocity( self getvelocity() + ( 0, 0, 999 ) );
 }
 wait 0.01;
 }} I just need a function that deletes all the bounces by that player . Sorry if it seems like a lot, having issues getting it to work You can't do that with the function you have, because it doesn't link "trampoline" to a player entity. Use something like self.trampoline[i]so you can manage them better.iwould be an incremented integer.
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You can but,,, 
 You need another function to end the Thread and to move the bounce in another position if u can't delete the entity
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You can't do that with the function you have, because it doesn't link "trampoline" to a player entity. Use something like self.trampoline[i]so you can manage them better.iwould be an incremented integer.Sass your a fucking bitch lol, if (sass;bitch) 
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loop_ This isn't even correct lmao 
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Sass once i do that do you do if (self.numberOfBounces > 0) 
 {
 for(i = 0; i < self.numberOfBounces ; i++)
 {
 self.bounce[i] destroy();
 self.numberOfBounces -= 1;
 wait .01;
 }
 }because that doesn't work for me 
- 
Sass once i do that do you do if (self.numberOfBounces > 0) 
 {
 for(i = 0; i < self.numberOfBounces ; i++)
 {
 self.bounce[i] destroy();
 self.numberOfBounces -= 1;
 wait .01;
 }
 }because that doesn't work for me This snippet looks good to me 


