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-   -   4 errors of a cool hero help me plz (https://forums.alliedmods.net/showthread.php?t=61633)

B.A.N.G.E.R.S 10-06-2007 05:45

4 errors of a cool hero help me plz
 
hi im making a hero that can teleport become invisible and shoot with a scout where the shots are laser bullets but cant get the teleport part to work it is named Assasin can anybody look at it.... plzzz

this is what it look like
Code:


 //Assasin
 //Credits go to Vittu for Master Chief´s Morphing Code and Teh Creators of Cyclops
 
 /* CVARS - copy and paste to shconfig.cfg
 //Assasin
 Assasin_level 10  //Level needed to get hero
 Assasin_teamglow 0      //Glow Team Color when player skin in use (0=no 1=yes)
 Assasin_scoutmult 2.0    //Damage multiplyer for his Ak47
 Assasin_health 150      //Default 150
 Assasin_armor 150        //Default 150
 Assasin_teamcolored 1    //Default 1
 Assasin_amount 4  //Ammount of teleportaions available
 Assasin_cooldown 10  //Cooldown timer between uses
 Assasin_delay 1.5  //Delay time before the teleport occurs
 Assasin_delaystuck 0  //Is the user stuck in place during the delay?
 
 #include <amxmod>
 #include <vexd_utilities>
 #include <superheromod>
 
 // GLOBAL VARIABLES
 new gHeroName[]="Assasin"
 new bool:gHasAssasinPower[SH_MAXSLOTS+1]
 new bool:gmorphed[SH_MAXSLOTS+1]
 new gTaskID
 new gAssasinSound[]="items/suitchargeno1.wav"
 new lastammo[33]
 new spriteindex, smoke
 new gIsInvisible[SH_MAXSLOTS+1]
 new gStillTime[SH_MAXSLOTS+1]
 new AssasinAmount[SH_MAXSLOTS+1]
 new checkCount[SH_MAXSLOTS+1]
 new AssasinSpot[SH_MAXSLOTS+1][3]
 new origAssasinSpot[SH_MAXSLOTS+1][3]
 new g_lastPosition[SH_MAXSLOTS+1][3]  // Variable to help with position checking
 //----------------------------------------------------------------------------------------------
 public plugin_init()
 {
 // Plugin Info
 register_plugin("SUPERHERO Assasin","1.0","B.A.N.G.E.R.S")
 
 // DO NOT EDIT THIS FILE TO CHANGE CVARS, USE THE SHCONFIG.CFG
 register_cvar("Assasin_level", "0")
 register_cvar("Assasin_teamglow", "0")
 register_cvar("Assasin_ak47mult", "2.0")
 register_cvar("Assasin_health", "150")
 register_cvar("Assasin_armor", "150")
 register_cvar("Assasin_teamcolored", "1")
 register_cvar("Assasin_alpha", "50")
 register_cvar("Assasin_delay", "5")
 register_cvar("Assasin_checkmove", "1")
 
 // FIRE THE EVENT TO CREATE THIS SUPERHERO!
 shCreateHero(gHeroName, "CTrooper", "Become a Clone Trooper! - Cooler Player Model and Gun and laser bullets", false, "CTrooper_level" )
 
 // REGISTER EVENTS THIS HERO WILL RESPOND TO! (AND SERVER COMMANDS)
 register_event("ResetHUD","newRound","b")
 register_event("Damage", "Assasin_damage", "b", "2!0")
 register_srvcmd("Assasin_init", "Assasin_init")
 shRegHeroInit(gHeroName, "Assasin_init")
 
 // INIT
 register_srvcmd("Assasin_init", "Assasin_init")
 shRegHeroInit(gHeroName, "Assasin_init")
 register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
 register_event("CurWeapon", "weaponChange", "be", "1=1")
 register_event("ResetHUD", "newSpawn", "b")
 register_event("Damage", "Assasin_damage", "b", "2!0")
 register_event("DeathMsg", "Assasin_death", "a")
 
 // Let Server know about Assasin's Variables
 shSetShieldRestrict(gHeroName)
 shSetMaxHealth(gHeroName, "Assasin_health")
 shSetMaxArmor(gHeroName, "Assasin_armor")
 
 //Check some buttons
 set_task(0.1,"checkButtons",0,"",0,"b")
 
 // KEY DOWN
 register_srvcmd("Assasin_kd", "Assasin_kd")
 shRegKeyDown(gHeroName, "Assasin_kd")
 }
 //----------------------------------------------------------------------------------------------
 public plugin_precache()
 {
 smoke = precache_model("sprites/steam1.spr")
 spriteindex = precache_model("sprites/laserbeam.spr")
 precache_sound("weapons/electro5.wav")
 precache_model("models/shmod/shadown_assasin.mdl")
 precache_model("models/shmod/Assasin_v_scout.mdl")
 precache_sound(gAssasinSound)
 precache_sound("shmod/Assasin_teleport.wav")
 }
 //----------------------------------------------------------------------------------------------
 public Assasin_init()
 {
 // First Argument is an id
 new temp[6]
 read_argv(1,temp,5)
 new id = str_to_num(temp)
 // 2nd Argument is 0 or 1 depending on whether the id has Assasin
 read_argv(2,temp,5)
 new hasPowers = str_to_num(temp)
 //Give Powers to the Invisible Man
 if ( !gHasAssasinPower[id] ) remInvisibility(id)
 
 gHasAssasinPower[id] = (hasPowers != 0)
 //Reset thier shield restrict status
 //Shield restrict MUST be before weapons are given out
 shResetShield(id)
 if ( is_user_connected(id) ) {
  if ( gHasAssasinPower[id] ) {
  Assasin_weapons(id)
  switchmodel(id)
  Assasin_tasks(id)
  }
  else {
  engclient_cmd(id, "drop", "weapon_scout")
  Assasin_unmorph(id)
  shRemHealthPower(id)
  shRemArmorPower(id)
  shRemGravityPower(id)
  shRemSpeedPower(id)
 
 newRound(id)
  }
 }
 }
 //----------------------------------------------------------------------------------------------
 public newRound(id)
{
 remove_task(id)
 gPlayerUltimateUsed[id] = false
 AssasinAmount[id] = get_cvar_num("Assasin_amount")
}
 //----------------------------------------------------------------------------------------------
 public make_tracer(id)
 {
 if (!gHasAssasinPower[id]) return PLUGIN_CONTINUE
 new clip, ammo
 new wpnid = get_user_weapon(id, clip, ammo)
 new pteam[16]
 get_user_team(id, pteam, 15)
 if ((lastammo[id] > clip) && (wpnid == CSW_SCOUT) ) {
  new vec1[3], vec2[3]
  get_user_origin(id, vec1, 1) // origin; your camera point.
  get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
  emit_sound(id,CHAN_ITEM, "weapons/electro5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
  // DELIGHT
  message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
  write_byte( 27 )
  write_coord( vec1[0] ) //pos
  write_coord( vec1[1] )
  write_coord( vec1[2] )
  write_byte( 10 )
  write_byte( 250 ) // r, g, b
  write_byte( 0 ) // r, g, b
  write_byte( 0 ) // r, g, b
  write_byte( 2 ) // life
  write_byte( 1 ) // decay
  message_end()
  //BEAMENTPOINTS
  message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
  write_byte (0)    //TE_BEAMENTPOINTS 0
  write_coord(vec1[0])
  write_coord(vec1[1])
  write_coord(vec1[2])
  write_coord(vec2[0])
  write_coord(vec2[1])
  write_coord(vec2[2])
  write_short(spriteindex)
  write_byte(1) // framestart
  write_byte(5) // framerate
  write_byte(2) // life
  write_byte(10) // width
  write_byte(0) // noise
  if (!get_cvar_num("Assasin_teamcolored")) {
  write_byte( 0 )    // r, g, b
  write_byte( 0 )      // r, g, b
  write_byte( 0 )      // r, g, b
  }
  // Terrorist
  else if (get_user_team(id)==1) {
  write_byte( 100 )    // r, g, b
  write_byte( 100 )      // r, g, b
  write_byte( 255 )      // r, g, b
  }
  // Counter-Terrorist
  else {
  write_byte( 255 )      // r, g, b
  write_byte( 0 )      // r, g, b
  write_byte( 255 )    // r, g, b
  }
  write_byte(200) // brightness
  write_byte(200) // speed
  message_end()
  //Sparks
  message_begin( MSG_PVS, SVC_TEMPENTITY)
  write_byte(9)
  write_coord(vec2[0])
  write_coord(vec2[1])
  write_coord(vec2[2])
  message_end()
  //Smoke
  message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
  write_byte(5) // 5
  write_coord(vec2[0])
  write_coord(vec2[1])
  write_coord(vec2[2])
  write_short(smoke)
  write_byte(22)  // 10
  write_byte(10)  // 10
  message_end()
 }
 lastammo[id] = clip
 return PLUGIN_CONTINUE
 }
 //----------------------------------------------------------------------------------------------
 public newSpawn(id)
 {
 if ( gHasAssasinPower[id] && is_user_alive(id) && shModActive() ) {
  set_task(0.1, "Assasin_weapons", id)
  Assasin_tasks(id)
  new clip, ammo, wpnid = get_user_weapon(id,clip,ammo)
  if (wpnid != CSW_SCOUT && wpnid > 0) {
  new wpn[32]
  get_weaponname(wpnid,wpn,31)
  engclient_cmd(id,wpn)
 
 remInvisibility(id)
  }
 }
 }
 //----------------------------------------------------------------------------------------------
 public Assasin_tasks(id)
 {
 set_task(1.0, "Assasin_morph", id)
 if( get_cvar_num("Assasin_teamglow") ){
  set_task(1.0, "Assasin_glow", id+gTaskID, "", 0, "b" )
 }
 }
 //----------------------------------------------------------------------------------------------
 public switchmodel(id)
 {
 if ( !is_user_alive(id) || !gHasAssasinPower[id] ) return
 new clip, ammo, wpnid = get_user_weapon(id, clip, ammo)
 if (wpnid == CSW_SCOUT) {
  Entvars_Set_String(id, EV_SZ_viewmodel, "models/shmod/Assasin_v_scout.mdl")
 }
 }
 //----------------------------------------------------------------------------------------------
 public weaponChange(id)
 {
 if ( !gHasAssasinPower[id] || !shModActive() ) return
 new wpnid = read_data(2)
 new clip = read_data(3)
 if ( wpnid != CSW_SCOUT ) return
 switchmodel(id)
 // Never Run Out of Ammo!
 if ( clip == 0 ) {
  shReloadAmmo(id)
 }
 }
 //----------------------------------------------------------------------------------------------
 public Assasin_weapons(id)
 {
 if ( is_user_alive(id) ) {
  shGiveWeapon(id,"weapon_scout")
 }
 }
 //----------------------------------------------------------------------------------------------
 public Assasin_damage(id)
 {
 if (!shModActive() || !is_user_alive(id)) return
 new damage = read_data(2)
 new weapon, bodypart, attacker = get_user_attacker(id, weapon, bodypart)
 new headshot = bodypart == 1 ? 1 : 0
 if ( attacker <= 0 || attacker > SH_MAXSLOTS ) return
 if ( gHasAssasinPower[attacker] && weapon == CSW_SCOUT && is_user_alive(id) ) {
  if ( gHasAssasinPower[attacker] && is_user_alive(id) ) {
  // do extra damage
  new extraDamage = floatround(damage * get_cvar_float("ctrooper_scoutmult") - damage)
  if (extraDamage > 0) shExtraDamage( id, attacker, extraDamage, "scout", headshot )
 if (!shModActive() || !gHasAssasinPower[id] ) return
 remInvisibility(id)   
  }
 }
 }
 //----------------------------------------------------------------------------------------------
 public Assasin_sound(id)
 {
 emit_sound(id, CHAN_AUTO, gAssasinSound, 0.2, ATTN_NORM, SND_STOP , PITCH_NORM)
 emit_sound(id, CHAN_AUTO, gAssasinSound, 0.2, ATTN_NORM, 0, PITCH_NORM)
 }
 //----------------------------------------------------------------------------------------------
 public Assasin_morph(id)
 {
 if ( gmorphed[id] || !is_user_alive(id) ) return
 #if defined AMXX_VERSION
 cs_set_user_model(id, "clonetrooper")
 #else
 CS_SetModel(id, "clonetrooper")
 #endif
 Assasin_sound(id)
 // Message
 set_hudmessage(50, 205, 50, -1.0, 0.40, 2, 0.02, 4.0, 0.01, 0.1, 7)
 show_hudmessage(id, "Assasin - where did the target go!!!")
 gmorphed[id] = true
 }
 //----------------------------------------------------------------------------------------------
 public Assasin_unmorph(id)
 {
 if ( gmorphed[id] ) {
  // Message
  set_hudmessage(50, 205, 50, -1.0, 0.40, 2, 0.02, 4.0, 0.01, 0.1, 7)
  show_hudmessage(id, "Assasin - i'm down sir.... scrat.... scrat.... HELP!!!")
  #if defined AMXX_VERSION
  cs_reset_user_model(id)
  #else
  CS_ClearModel(id)
  #endif
  Assasin_sound(id)
  gmorphed[id] = false
  if ( get_cvar_num("Assasin_teamglow") ) {
  remove_task(id+gTaskID)
  set_user_rendering(id)
  }
 }
 }
 //----------------------------------------------------------------------------------------------
 public Assasin_glow(id)
 {
 id -= gTaskID
 if ( !is_user_connected(id) ) {
  //Don't want any left over residuals
  remove_task(id+gTaskID)
  return
 }
 if ( gHasAssasinPower[id] && is_user_alive(id)) {
  if ( get_user_team(id) == 1 ) {
  shGlow(id, 255, 0, 0)
  }
  else {
  shGlow(id, 0, 0, 255)
  }
 }
 }
 //----------------------------------------------------------------------------------------------
 public Assasin_death()
 {
 new id = read_data(2)
 Assasin_unmorph(id)
 }
 //----------------------------------------------------------------------------------------------
 public client_connect(id)
 {
 gmorphed[id] = false
 }
 //----------------------------------------------------------------------------------------------
public setInvisibility(id, alpha)
{
 if (alpha < 125) {
  set_user_rendering(id,kRenderFxGlowShell,8,8,8,kRenderTransAlpha,alpha)
 }
 else {
  set_user_rendering(id,kRenderFxNone,0,0,0,kRenderTransAlpha,alpha)
 }
}
//-----------------------------------------------------------------------------------------------
public remInvisibility(id)
{
 gStillTime[id] = -1
 if (gIsInvisible[id] > 0) {
  shUnglow(id)
  client_print(id,print_center,"[SH]Assasin Man: You are spotted get back in the dark!!!")
 }
 gIsInvisible[id] = 0
}
 //----------------------------------------------------------------------------------------------
 public checkButtons()
{
 if ( !hasRoundStarted() || !shModActive()) return
 new bool:setVisible
 new butnprs
 for(new id = 1; id <= SH_MAXSLOTS; id++) {
  if (!is_user_alive(id) || !gHasAssasinPower[id]) continue
  setVisible = false
  butnprs = Entvars_Get_Int(id, EV_INT_button)
  //Always check these
  if (butnprs&IN_ATTACK || butnprs&IN_ATTACK2 || butnprs&IN_RELOAD || butnprs&IN_USE) setVisible = true
  //Only check these if invisman_checkmove is off
  if ( get_cvar_num("Assasin_checkmove") ) {
  if (butnprs&IN_JUMP) setVisible = true
  if (butnprs&IN_FORWARD || butnprs&IN_BACK || butnprs&IN_LEFT || butnprs&IN_RIGHT) setVisible = true
  if (butnprs&IN_MOVELEFT || butnprs&IN_MOVERIGHT) setVisible = true
  }
  if (setVisible) remInvisibility(id)
  else {
  new sysTime = get_systime()
  new delay = get_cvar_num("Assasin_delay")
  if ( gStillTime[id] < 0 ) {
    gStillTime[id] = sysTime
  }
  if ( sysTime - delay >= gStillTime[id] ) {
    if (gIsInvisible[id] != 100) client_print(id,print_center,"[SH]Assasin Man: 100%s cloaked", "%")
    gIsInvisible[id] = 100
    setInvisibility(id, get_cvar_num("Assasin_alpha"))
  }
  else if ( sysTime > gStillTime[id] ) {
    new alpha = get_cvar_num("Assasin_alpha")
    new Float:prcnt =  float(sysTime - gStillTime[id]) / float(delay)
    new rPercent = floatround(prcnt * 100)
    alpha = floatround(255 - ((255 - alpha) * prcnt) )
    client_print(id,print_center,"[SH]Assasin Man: %d%s cloaked", rPercent, "%")
    gIsInvisible[id] = rPercent
    setInvisibility(id, alpha)
  }
  }
 }
}
 //----------------------------------------------------------------------------------------------
 // RESPOND TO KEYDOWN
public Assasin_kd()
{
 if ( !hasRoundStarted() ) return PLUGIN_HANDLED
 // First Argument is an id with Blink Powers!
 new temp[6]
 read_argv(1,temp,5)
 new id = str_to_num(temp)
 if ( !is_user_alive(id) || !ghasAssasinPower[id] ) return PLUGIN_HANDLED
 new text[128]
 set_hudmessage(255,0,0,-1.0,0.3,0,1.0,1.0,0.0,0.0,38)
 if ( AssasinAmount[id] <= 0 ) {
  AssasinAmount[id] = 0
  format(text, 127, "You have no teleports left" )
  show_hudmessage( id, text)
  playSoundDenySelect(id)
  return PLUGIN_HANDLED
 }
 // Let them know they already used their ultimate if they have
 if ( gPlayerUltimateUsed[id] ) {
  playSoundDenySelect(id)
  return PLUGIN_HANDLED
 }
 //Don't let them blink if they are planting the bomb
 new wpnid, clip, ammo
 wpnid = get_user_weapon(id, clip, ammo)
 if (wpnid == CSW_C4 && Entvars_Get_Int(id, EV_INT_button)&IN_ATTACK) {
  playSoundDenySelect(id)
  return PLUGIN_HANDLED
 }
 AssasinAmount[id]--
 if (AssasinAmount[id] <= 50) {
  format(text, 127, "You have %d teleport%s left", AssasinAmount[id], AssasinAmount[id] == 1 ? "" : "s" )
  show_hudmessage( id, text)
 }
 ultimateTimer(id, get_cvar_float("Assasin_cooldown"))
 new Float:Assasindelay = get_cvar_float("Assasin_delay")
 if (Assasindelay < 0.0) Assasindelay = 0.0
 get_user_origin(id,AssasinSpot[id],3)
 origAssasinSpot[id][0] = AssasinSpot[id][0]
 origAssasinSpot[id][1] = AssasinSpot[id][1]
 origAssasinSpot[id][2] = AssasinSpot[id][2]
 if (get_cvar_num("Assasin_delaystuck")) {
  shStun(id, floatround(Assasindelay, floatround_floor) + 1)
  set_user_maxspeed(id, 1.0)
 }
 new flashtime = floatround(Assasindelay * 10)
 if (flashtime > 12) flashtime = 12
 if (flashtime < 8) flashtime = 8
 shGlow(id, 219, 112, 147)
 setScreenFlash(id, 219, 112, 147, flashtime, 60)
 set_task(Assasindelay,"Assasin_teleport", id)
 return PLUGIN_HANDLED
}
//----------------------------------------------------------------------------------------------
public Assasin_unglow(id) {
 shUnglow(id)
}
//----------------------------------------------------------------------------------------------
public Assasin_teleport(id)
{
 //Don't let them blink if they are planting the bomb
 new wpnid, clip, ammo
 wpnid = get_user_weapon(id, clip, ammo)
 if (wpnid == CSW_C4 && Entvars_Get_Int(id, EV_INT_button)&IN_ATTACK) {
  AssasinAmount[id]++
  playSoundDenySelect(id)
  return PLUGIN_HANDLED
 }
 emit_sound(id, CHAN_AUTO, "shmod/Assasin_teleport.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
 AssasinSpot[id][2] += 45
 set_user_origin(id,AssasinSpot[id])
 checkCount[id] = 1
 positionChangeTimer(id)
 return PLUGIN_HANDLED
}
//----------------------------------------------------------------------------------------------
public positionChangeTimer(id)
{
 if (!is_user_alive(id)) return
 new Float:velocity[3]
 get_user_origin(id, g_lastPosition[id])
 Entvars_Get_Vector(id, EV_VEC_velocity, velocity)
 if ( velocity[0]==0.0 && velocity[1]==0.0 ) {
  // Force a Move (small jump)
  velocity[0] += 20.0
  velocity[2] += 100.0
  Entvars_Set_Vector(id, EV_VEC_velocity, velocity)
 }
 set_task(0.2,"positionChangeCheck",id)
}
//----------------------------------------------------------------------------------------------
public positionChangeCheck(id)
{
 if (!is_user_alive(id)) return
 new origin[3]
 get_user_origin(id, origin)
 if ( g_lastPosition[id][0] == origin[0] && g_lastPosition[id][1] == origin[1] && g_lastPosition[id][2] == origin[2]) {
  switch(checkCount[id]) {
  case 0 : Assasin_movecheck(id, 0, 0, 0)  // Original
  case 1 : Assasin_movecheck(id, 0, 0, 80)  // Up
  case 2 : Assasin_movecheck(id, 0, 0, -110)  // Down
  case 3 : Assasin_movecheck(id, 0, 30, 0)  // Forward
  case 4 : Assasin_movecheck(id, 0, -30, 0)  // Back
  case 5 : Assasin_movecheck(id, -30, 0, 0)  // Left
  case 6 : Assasin_movecheck(id, 30, 0, 0)  // Right
  case 7 : Assasin_movecheck(id, -30, 30, 0)  // Forward-Left
  case 8 : Assasin_movecheck(id, 30, 30, 0)  // Forward-Right
  case 9 : Assasin_movecheck(id, -30, -30, 0)  // Back-Left
  case 10: Assasin_movecheck(id, 30, -30, 0)  // Back-Right
  case 11: Assasin_movecheck(id, 0, 30, 60)  // Up-Forward
  case 12: Assasin_movecheck(id, 0, 30, -110)  // Down-Forward
  case 13: Assasin_movecheck(id, 0, -30, 60)  // Up-Back
  case 14: Assasin_movecheck(id, 0, -30, -110)  // Down-Back
  case 15: Assasin_movecheck(id, -30, 0, 60)  // Up-Left
  case 16: Assasin_movecheck(id, 30, 0, 60)  // Up-Right
  case 17: Assasin_movecheck(id, -30, 0, -110)  // Down-Left
  case 18: Assasin_movecheck(id, 30, 0, -110)  // Down-Right
  default: user_kill(id)
  }
  return
 }
 set_task(1.0, "Assasin_unglow", id)
}
//----------------------------------------------------------------------------------------------
public Assasin_movecheck(id, mX, mY, mZ)
{
 if ( !hasRoundStarted() ) return
 AssasinSpot[id][0] = origAssasinSpot[id][0] + mX
 AssasinSpot[id][1] = origAssasinSpot[id][1] + mY
 AssasinSpot[id][2] = origAssasinSpot[id][2] + mZ
 set_user_origin(id,AssasinSpot[id])
 checkCount[id]++
 positionChangeTimer(id)
}
//----------------------------------------------------------------------------------------------

and this is the errors
Code:


Warning: Loose indentation on line 144
Warning: Loose indentation on line 259
Warning: Loose indentation on line 326
Error: Undefined symbol "ghasAssasinPower" on line 493
Warning: Expression has no effect on line 493
Error: Expected token: ";", but found "]" on line 493
Error: Invalid expression, assumed zero on line 493
Error: Too many error messages on one line on line 493
Compilation aborted.
 
4 Errors.

Code:

help
Code:

is
Code:

much
Code:

needed

l33tnewb 10-06-2007 15:12

Re: 4 errors of a cool hero help me plz
 
Error: Undefined symbol "g->has<-AssasinPower" on line 493

should be the same as
new bool:gHasAssasinPower[SH_MAXSLOTS+1]

you got a small letter it should have big letter

wiLd2k 06-22-2008 15:38

Re: 4 errors of a cool hero help me plz
 
Firsable, You didnt renamed hole hero to assasin, you got there clone trooper, it makes error too.
Then you have to rename in down of .sma file this:
Code:

new bool:ghasAssasinPower[SH_MAXSLOTS+1]
to
Code:

new bool:gHasAssasinPower[SH_MAXSLOTS+1]
Like l33tnewb said, but didnt said where.
+ You forgot to give credits of Clone Trooper maker.

atomen 06-22-2008 16:53

Re: 4 errors of a cool hero help me plz
 
Are you aware of that the latest post (except yours)
was posted ~9 months ago... ?

B.A.N.G.E.R.S 06-23-2008 06:49

Re: 4 errors of a cool hero help me plz
 
I even thought this thread was dead as I've already fixed it...


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