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-   -   Wanted: Real coders... (https://forums.alliedmods.net/showthread.php?t=808)

DoubleTap 04-02-2004 21:54

Wanted: Real coders...
 
3 Attachment(s)
Hey guys... I have ported alot of Luds great EJL plugins... I have three that are beyond someone who can look at code and make it comply with Mod X standards... These need fixed, and compliance...

Lud's Missiles...
Lud's Jetpack...
SpaceDudes Jedi Force grab...

Here is where I am at:
Quote:

Small compiler 2.1.0 Copyright (c) 1997-2002, ITB CompuPhase
amx_ejl_jetpack.sma(1067) : error 017: undefined symbol "get_user_velocity"
amx_ejl_jetpack.sma(1218) : error 017: undefined symbol "set_user_velocity"
2 Errors.
Small compiler 2.1.0 Copyright (c) 1997-2002, ITB CompuPhase
Done.
Small compiler 2.1.0 Copyright (c) 1997-2002, ITB CompuPhase
jedi_force_grab.sma(95) : error 017: undefined symbol "set_user_velocity"
1 Error.
Press any key to continue . . .
The user velocity thing is beyond me... BAILOPAIN has pointed my non-coding arse in the right direction but I am clueless... the velocity issues have changed to something similar to this:

entity_set_vector(player, EV_SZ_velocity, newVelocity)

If that aint greek, you ARE a coder...

I have got Missile working... IF working for you means the missiles fly as intended BUT when activating this plugin I cannot pickup ANY weapons on the ground... Those not familiar with missiles... I dont have the special ones activated... I dont know spank on code and the "CMath" module he used to use... Missiles works (Thought gimped) and the other two are beyond me...

Can someone take on these fun plugins ???

Vic/DT

Attached are my "gave up" version of the plugins, if you need the AMX originals I also have that !

MagicShot 04-02-2004 22:03

We'll...
 
We'll if you teh following to the two your getting errors on should fix it:

Code:
#include <xtrafun>

That stock is in xtrafun..

DoubleTap 04-02-2004 22:13

There is no extrafun in Mod X, that is for backward compatibility.... that's why I asked for coders... I want all this stuff fixed properly... I "believe" all the plugins I ported (except for my own, I am slacking there) are fully compliant with AMXX now... they just haven't been relooked by the Mods, I do believe I have them all properly converted...

Vic/DT

knekter 04-02-2004 22:24

Add xtrafun
 
I understand what your talking about, but hes right, add #include <xtrafun> and its fixed, im sry, u need to :|

Geesu 04-02-2004 22:28

put this in the files when you're compiling them :

Code:
/* Sets the velocity of an entity */ stock set_user_velocity(id,vel[3]) {     new Float:Fvel[3]     IVecFVec(vel,Fvel)     entity_set_vector(id, EV_VEC_velocity, Fvel) } /* Gets the velocity of an entity */ stock get_user_velocity(id,vel[3]) {     new Float:Fvel[3]     entity_get_vector(id, EV_VEC_velocity, Fvel)     FVecIVec(Fvel,vel) }

got it from here:
http://forums.alliedmods.net/showthread.php?t=756

DoubleTap 04-02-2004 22:29

I dont only want to make them work... I want to make them correct guys... There would not be a new plugin made using old stuff, why take old stuff and convert using bad code... you guys miss the point... That's is the main reason I titled the thread as I did...

Quote:

Originally Posted by pimp daddy
put this in the files when you're compiling them :

Thanks PD... I was waiting for a real coder to help...
Vic/DT

MagicShot 04-02-2004 22:33

hrm
 
If you want to fix it you have to do one of those 2 things I gave you the easiest option..

or possibly use:

Code:
set_entity_velocity(index, velocity) get_entity_velocity(index, velocity)

IC See Pimp_Daddy beat be to the second option.

DoubleTap 04-02-2004 22:35

NP... I just caught too much flack from the code Nazi's on my first few pots... now I have code that I believe is good still not approved... I "try" and make them right now from the start because they may not get a relook :)

Vic/DT

Geesu 04-02-2004 22:36

2 Attachment(s)
Here are some...

MagicShot 04-02-2004 22:38

DT
 
DT: It might not be till tomm till they get a chance to take a second look. they are really busy as it is.. :D

I has to wait 2 days till mine was approved.. :lol:

Geesu 04-02-2004 22:39

I think i'm going to update the missiles to use vexd instead of the war3 modules... dumb war3 module =P j/k

DoubleTap 04-02-2004 22:46

Yeah, I used to think he looked for warcraft3.amx (he even references it in the doc's... but he looks for the module and death messages for this and his other stuff no longer functions... with the death messages we could include XP and such too eventually I am sure... using the same formula used to take XP for cussing right ?

Vic/DT

Missiles/Lasers could be used from this plugin and others (WC3, Superhero) and include common things that allow any version of it... what better time than a new Mod to make more things interact ?

Geesu 04-02-2004 22:48

1 Attachment(s)
Xp, i'm confused... neways try this: doesn't use cmath or the war3 modules anymore... it uses the engine natives/float include file.

DoubleTap 04-02-2004 22:56

HAHAHA... ok PD, you wanted to crash my server... admit it man !

Vic/DT

Geesu 04-02-2004 22:57

1 Attachment(s)
try this

QwertyAccess 04-03-2004 15:50

i didnt have a single problem with these O_o. i didnt even have to modify em on amx mod x

Freecode 04-03-2004 19:41

here i didnt test them just recoded to compile. if u find any wierd stuff when playing post them here.

DoubleTap 04-03-2004 19:51

I will try them both tomorrow, after last nights server death testing missiles I will do it during the day before my host goes out partying. Thankfully he uses SSH like PD recommended so I can restart it manually next time :)

Vic/DT


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