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ispy NEED HELP!


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Girthesniper
Senior Member
Join Date: Mar 2004
Location: Maryland
Old 05-02-2004 , 14:40   ispy NEED HELP!
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I want to convert ispy from the old AMX, to the new AMXx. But i keep getting compiling errors.



Code:
#new PLUGINNAME[] = "I Spy" new VERSION[] = "0.7" new AUTHOR[] = "jghg & Girthesniper" /* Copyleft 2003   I Spy:   ******   Once in a while (amx_ispyodds) one guy in one of   the teams will get disguised to look as the enemy   team, spawned in the enemy spawn area, and given   the message in center "YOU ARE THE SPY!!!".   This person will remain spy until he dies,   or the round ends. If the enemy team kills the spy,   the team will get notified that there was a spy   on the team, and the spy will undisguise as he   falls dead.   Spy will get a USP, ammo, grenades and armor,   free of charge.   A minimum number of MINIMUMMEMBERSINTEAM team   members must be in a team before a spy will   infiltrate it.   cvars: amx_ispyodds (% chance of someone          becoming spy in a round)   commands: amx_ispymodel (admin command for             toggling the actual change of model             for spy. Defaults to YES/ON/1)             Was made for debug purposes, so             you won't need it.   Install   -------   As usual. If you don't know how, maybe you don't   have what it takes.   Besides, this plugin *requires*   the following custom modules: vexd_utilities,   xtrafun, and jghg. You can find the latest versions   to download of these from amxmod.net's Modules   forum.0   Releases   --------   2003-05-19:   - First release. Enjoy.                 As there are some troubles                 with setting the angle of a                 person, that feature is not                 included just yet... Hopefully                 it will be in the next release.   2003-05-19:   v0.2                 - amx_ispyhelp command added.                 - ispy/007.wav added. You must                 have this file! Download                 from plugin thread:                 <a href="http://amxmod.net/forums/viewtopic.php?p=92140" target="_blank" rel="nofollow noopener">http://amxmod.net/forums/viewtopic.php?p=92140</a>   2003-05-20:   v0.3                 - Spy's spawning angle should                 now be the same as the                 spawning point's angle. (go figure)                 - If you had any previous version                 you must update the Vexd module!   2003-05-24:   v0.4                 - Disconnects any client that                 does not use the original                 player models.                 - Added missions for spy.                 Currently there are only assassinate                 mission, to try out for a while...   2003-05-24:   v0.5                 - Pointing at a player will now                 always show name in brown colour.                 Will show more info for players                 on own team AND spy (!), but                 only the name for enemy team.   2003-06-05:   v0.6                 - Updated to work with newest Vexd module                 You will need the newest module for this                 to work.                 - Bots never change models.                 - Changed spy mission hud channel...                 Sometimes (quite often) it was not shown.                 - Removed some debug messages in console                 for this version.   2004-03-05:        v.7                                             - Updated to work with AMXx                 - added STEAM mp3 support                 - converted 007.wav to 007.mp3                 - converted use of Vexd to engine                 */ #include <amxmodx> #include <fun> #include <xtrafun> #include <Vexd_Utilities> #include <amxmisc> #include <jghg2> #define MINIMUMMEMBERSINTEAM 3 #define MAXPLAYERSINENGINE 32 #define TEAM_T 1 #define TEAM_CT 2 #define HMCHAN_NOTIFYBONUS 3456 #define HMCHAN_BRIEFING 125 enum MISSIONTYPE {ASSASSINATE = 0,PROTECT,DELIVER} new spy, spyWas new MISSIONTYPE:mission new bool:missionSuccess = false new missionTarget[1] new bonuses[MAXPLAYERSINENGINE][1] // right now only one field, 100 extra hp in slot 0, 2nd dimension. // CT models: sas, gign, gsg9, urban // T models: arctic, guerilla, leet, terror new CTModels[4][] = {"sas","gign","gsg9","urban"} new TModels[4][] = {"arctic","guerilla","leet","terror"} new spawnEntString[2][] = {"info_player_start","info_player_deathmatch"} new alreadyCalledThisRound = false new bool:rolled = false new bool:changeModel = true new bool:addedBonusesThisRound = false new friend[33] new gmsgStatusText public addbonuses() {     new allPlayers[32], allPlayersCount     get_players(allPlayers,allPlayersCount,"a")     for (new i = 0;i < allPlayersCount;i++) {         //client_print(allPlayers[i],print_chat,"DEBUG: You have %d rounds of rewards left.",bonuses[allPlayers[i] - 1][0])         // Check 100 extra hp field...         if (bonuses[allPlayers[i] - 1][0] > 0) {             // Add 100 extra hp to this player.             set_user_health(allPlayers[i],get_user_health(allPlayers[i]) + 100)             // Decrease bonuses left...             bonuses[allPlayers[i] - 1][0]--             // Inform player?             set_hudmessage(50,240,50,-1.0,0.0,2,6.0,4.0,0.1,1.5,HMCHAN_NOTIFYBONUS)             show_hudmessage(allPlayers[i],"100 extra health added in reward of successful mission. Rewards left: %d",bonuses[allPlayers[i] - 1][0])         }     } } public newround_event() {     if (alreadyCalledThisRound)         return PLUGIN_CONTINUE     // Add bonuses for successful spies     if (!addedBonusesThisRound) {         //client_print(0,print_chat,"DEBUG: Adding bonuses in a second...")         set_task(1.0,"addbonuses")         addedBonusesThisRound = true     }     if (!rolled) {         new rolledNumber = random_num(1,100)         rolled = true         if (rolledNumber > get_cvar_num("amx_ispyodds")) {             //client_print(0,print_chat,"[I SPY DEBUG] No spy this round!")             //console_print(0,"[I SPY DEBUG] No spy this round (%d>%d)",rolledNumber,get_cvar_num("amx_ispyodds"))             spy = 0             alreadyCalledThisRound = true             return PLUGIN_CONTINUE         }     }     new players[32]     new aliveCTs, aliveTs, allCTs, allTs     get_players(players,aliveCTs,"ae","CT")     get_players(players,allCTs,"e","CT")     if (aliveCTs != allCTs) {         return PLUGIN_CONTINUE     }     get_players(players,aliveTs,"ae","TERRORIST")     get_players(players,allTs,"e","TERRORIST")     if (aliveTs != allTs) {         return PLUGIN_CONTINUE     }     alreadyCalledThisRound = true     new maxPlayers = get_maxplayers()     new team = random_num(TEAM_T,TEAM_CT)     new bool:checkOtherTeam = false     new teamPlayers[32], enemyPlayers[32]     new teamPlayersFound, enemyPlayersFound     new i = 0         do {         switch (team) {             case TEAM_T: {                 i++                 // A terrorist will become a spy at the CTs                 get_players(enemyPlayers,enemyPlayersFound,"e","CT")                 if (enemyPlayersFound < MINIMUMMEMBERSINTEAM) {                     checkOtherTeam = true                     team = TEAM_CT                 }                 else                     get_players(teamPlayers,teamPlayersFound,"e","TERRORIST")             }             case TEAM_CT: {                 i++                 // A CT will become a spy at the terrorists                 get_players(enemyPlayers,enemyPlayersFound,"e","TERRORIST")                 if (enemyPlayersFound < MINIMUMMEMBERSINTEAM) {                     checkOtherTeam = true                     team = TEAM_T                 }                 else                     get_players(teamPlayers,teamPlayersFound,"e","CT")             }         }     }     while (checkOtherTeam && i < 2)         if (teamPlayersFound < 1 && enemyPlayersFound < MINIMUMMEMBERSINTEAM) { //|| enemyPlayersFound >= maxPlayers / 2) {         //client_print(0,print_chat,"[I SPY DEBUG] enemyPlayersFound(%d) is less than MINIMUMMEMBERS(%d), or",enemyPlayersFound,MINIMUMMEMBERSINTEAM)         //client_print(0,print_chat,"they are equal to or over maxPlayers / 2(%d).",maxPlayers / 2)         server_print("[I SPY DEBUG] enemyPlayersFound(%d) is less than MINIMUMMEMBERS(%d), or",enemyPlayersFound,MINIMUMMEMBERSINTEAM)         server_print("they are equal to or over maxPlayers / 2(%d) Or no players in first team.",maxPlayers / 2)         return PLUGIN_CONTINUE     }     //console_print(0,"i(%d) team(%d) teamPlayersFound(%d) enemyPlayersFound(%d)",i,team,teamPlayersFound,enemyPlayersFound)     // This far, the spy's team is in "team", 1 for T, 2 for CT.     // Randomize a player, the spy, from 0 to playersFound in players[].     // He will first have his model changed to some of the opposing team's,     // and then teleported to one free info_player_start/deathmatch point.     // Check the spawn point's origin against all enemies' origins,     // and spawn the spy where there is no enemy. Also set the angle     // of the spy here.     new realteamplayers[32], foundPlayers     if (team == TEAM_T)         get_players(realteamplayers, foundPlayers, "ace", "TERRORIST") // ace = find alive real players matching team     else         get_players(realteamplayers, foundPlayers, "ace", "CT")             if (foundPlayers == 0) {         server_print("No alive players in spies' team...")         return PLUGIN_CONTINUE // No alive real players! Quit...     }     spy = realteamplayers[random_num(0, foundPlayers - 1)]     //spy = teamPlayers[random_num(0,teamPlayersFound - 1)]     new spyName[30]     get_user_name(spy,spyName,29)     //client_print(0,print_chat,"[I SPY DEBUG] %s is becoming spy for team %d...",spyName,team)     //console_print(0,"[I SPY DEBUG] %s is becoming spy for team %d...",spyName,team)     const maxSpawns = 128     new spawnPoints[maxSpawns]     //new spawnsFound = find_entity(0,classname,spawnEntString[team - 1],spawnPoints,maxSpawns - 1)     new ent = 0, spawnsFound = 0     do {         ent = find_entity(ent,classname,spawnEntString[team - 1])         if (ent != 0) {             spawnPoints[spawnsFound] = ent             spawnsFound++         }     }     while (ent && spawnsFound < maxSpawns)     new bool:foundFreeSpawn     new spawnOrigin[3]     new vicinity = 90 // 96 is playerheight (I think, could be wrong)     new ii     new playersInVicinity     new entList[1]     for (ii = 0;ii < spawnsFound && !foundFreeSpawn;ii++) {         get_entity_origin(spawnPoints[ii],spawnOrigin)         // Is this origin free? Search vicinity for "player"s         playersInVicinity = find_ent_sphere(0, spawnOrigin, vicinity, "player", entList,0)         if (playersInVicinity == 0)             foundFreeSpawn = true         else {             foundFreeSpawn = false             console_print(0,"[I SPY DEBUG] Found %d players in vicinity of spawn point %d.",playersInVicinity,spawnPoints[ii])         }     }     if (!foundFreeSpawn) {         // Didn't find a free spawn spot. Quit...         client_print(0,print_chat,"[I SPY DEBUG] Didn't find a free spawn spot.")         console_print(0,"[I SPY DEBUG] Didn't find a free spawn spot.")         return PLUGIN_CONTINUE     }     else         console_print(0,"[I SPY DEBUG] Found a free spawn spot on ii=(%d) (try #%d).",ii - 1,ii)     // Disguise     if (!is_user_bot(spy) && changeModel) {         if (team == TEAM_T)             CS_SetModel(spy,CTModels[random_num(0,3)]) // T change to CT         else             CS_SetModel(spy,TModels[random_num(0,3)]) // CT change to T     }     // Moved teleport to a set_task, as it seems this was     // done a little early sometimes, maybe before player     // got "teleported" to normal spawn.     new parm[5]     parm[0] = spawnOrigin[0]     parm[1] = spawnOrigin[1]     parm[2] = spawnOrigin[2]     parm[3] = spawnPoints[ii]     parm[4] = team     set_task(0.01,"teleportspy",0,parm,5)     //Sets format for hudmessage.     //native set_hudmessage(red=200, green=100, blue=0,     //Float:x=-1.0, Float:y=0.35, effects=0, Float:fxtime=6.0,     //Float:holdtime=12.0, Float:fadeintime=0.1, Float:fadeouttime=0.2,channel=4);     client_cmd(spy,"spk ispy/007")     //client_print(spy,print_chat,"[I SPY] YOU ARE THE SPY!!!")     console_print(0,"[I SPY DEBUG] %s became the spy!",spyName)     // Find out what mission type spy will have.     // Assassinate/Protect/Deliver Weapon     // Assassinate: Spy must kill victim. If anyone else     // kills victim, mission is failed.     // Protect: Spy must see to it that some guy     // on his team survives the round. Maybe check     // that the spy is close enough sometimes, or has some     // kind of interaction with the protectee.     // Deliver Weapon: Steal a specified weapon from     // a specified enemy. Deliver it to another team player     // or maybe to a spawn point? Weapon must remain there     // until round is over (spy can stand in the spot, armed     // with that weapon, to defend himself). In endround event     // checks where that weapon is, and if inside the proper     // area, succeeds.     // Randomize mission type     //new MISSIONTYPE:mission = MISSIONTYPE:random_num(0,2)     // right now only mission type assassinate:     mission = ASSASSINATE     switch (mission) {         case ASSASSINATE: {             // Randomize a target player in enemy team             missionTarget[0] = enemyPlayers[random_num(0,enemyPlayersFound - 1)]             new targetName[30]             get_user_name(missionTarget[0],targetName,29)             // Send mission briefing to spy.             new briefing[] = "YOU ARE THE SPY!!!^nMISSION BRIEFING: You must find and kill %s. If you do not, we can't confirm the kill and the mission will be failed. Good luck."             set_hudmessage(50,240,50,-1.0,0.4,2,1.0,4.0,0.1,1.5,HMCHAN_BRIEFING)             //set_hudmessage(0, 100, 0, -1.0, 0.65, 2, 0.02, 10.0, 0.01, 0.1, 2)             show_hudmessage(spy,briefing,targetName,targetName)             client_print(spy,print_chat,"MISSION BRIEFING: You must find and kill %s! Good luck.",targetName)         }         case PROTECT: {         }         case DELIVER: {         }     }     return PLUGIN_CONTINUE } public teleportspy(parm[]) {     new Float:spawnAngle[3]     new team = parm[4]     Entvars_Get_Vector(parm[3],EV_VEC_angles,spawnAngle)     Entvars_Set_Vector(spy,EV_VEC_angles,spawnAngle)     //native Entvars_Get_Vector(iIndex, iVariable, Float:vRetVector[3]);     //native Entvars_Set_Vector(iIndex, iVariable, Float:vNewVector[3]);     new origin[3]     origin[0] = parm[0]     origin[1] = parm[1]     origin[2] = parm[2]     set_user_origin(spy,origin)     // Give some stuff, must be given after teleport,     // or spy wont catch'em.     give_item(spy,"item_assaultsuit")     set_user_armor(spy,100)     new wpnList[32]     new number     new foundUSP = false     get_user_weapons(spy,wpnList,number)     for (new iii = 0;iii < number && !foundUSP;iii++) {         if (wpnList[iii] == CSW_USP)             foundUSP = true     }     if (!foundUSP)         give_item(spy,"weapon_usp")     if (team == TEAM_CT)         give_item(spy,"item_thighpack")     give_item(spy,"weapon_hegrenade")     give_item(spy,"weapon_flashbang")     give_item(spy,"weapon_flashbang")     give_item(spy,"weapon_smokegrenade")     give_item(spy,"ammo_45acp")     give_item(spy,"ammo_45acp")     give_item(spy,"ammo_45acp")     give_item(spy,"ammo_45acp")     give_item(spy,"ammo_45acp")     give_item(spy,"ammo_45acp") } public roundend_event() {     rolled = false     alreadyCalledThisRound = false     addedBonusesThisRound = false     if (spy == 0) {         //client_print(0,print_chat,"[I SPY] No one was spy this round...")         //console_print(0,"[I SPY] No one was a spy this round...")         return PLUGIN_CONTINUE     }     else if (spy < 0) {         //console_print(0,"[I SPY] A spy already got killed and you know it :-)...")         debrief(spyWas)         // do nothing more     }     else if (spy > 0 && !is_user_alive(spy)) {         // Spy has been killed, but probably the death_event got a runtime error         // or maybe the spy dropped? Need to undisguise.         new spyName[30]         get_user_name(spy,spyName,29)         client_print(0,print_chat,"[I SPY] %s was the spy this round. Too bad he got killed.",spyName)         //console_print(0,"[I SPY] %s was the spy this round. Too bad he got killed",spyName)         undisguise()         debrief(spy)     }     else if (spy > 0) {         new spyName[30]         get_user_name(spy,spyName,29)         client_print(0,print_chat,"[I SPY] %s was the spy this round, and you didn't even notice!",spyName)         //console_print(0,"[I SPY] %s was the spy this round, and you didn't even notice!",spyName)         undisguise()         debrief(spy)     }     // Reset stuff     spy = 0     missionSuccess = false     return PLUGIN_CONTINUE } public debrief(id) {     // Debrief on mission.     set_hudmessage(50,240,50,-1.0,-1.0,1,1.0,8.0,0.1,1.5,HMCHAN_BRIEFING)     if (missionSuccess == true) {         new debriefing[] = "You carried out your mission successfully!^nYou will be rewarded.^n^nOver and out."         //native set_hudmessage(red=200, green=100, blue=0,         //Float:x=-1.0, Float:y=0.35, effects=0, Float:fxtime=6.0,         //Float:holdtime=12.0, Float:fadeintime=0.1, Float:fadeouttime=0.2,channel=4);         show_hudmessage(id,debriefing)         client_print(0,print_chat,"[I SPY] The spy successfully completed his mission and will be rewarded for that.")         //console_print(0,"[I SPY] The spy successfully completed his mission and will be rewarded for that.")     }     else {         new debriefing[] = "You failed to complete your secret mission. Shame on you!"         show_hudmessage(id,debriefing)         client_print(0,print_chat,"[I SPY] The spy did not complete his mission. Shame on him!")         //console_print(0,"[I SPY] The spy did not complete his mission. Shame on him!")         // Heheh         if (is_user_alive(id)) {             new slapDmg = 10             if (get_user_health(id) <= slapDmg)                 slapDmg = 0             user_slap(id,slapDmg,1)         }     } } public undisguise() {     if (!is_user_bot(spy) && changeModel)         CS_ClearModel(spy) } public death_event() {     // Check if there is a spy, or quit     if (spy <= 0)         return PLUGIN_CONTINUE     // Sometimes run time error 10 on next line (read_data(2))     new victim_id = read_data(2)     // Assassinate mission check.     if (mission == ASSASSINATE && victim_id == missionTarget[0]) {         //client_print(0,print_chat,"DEBUG: Running I Spy assassinate check...")         //console_print(0,"DEBUG: Running I Spy assassinate check...")         new WTI, targetKiller = get_user_attacker(victim_id,WTI)         if (targetKiller != spy) {             //client_print(0,print_chat,"DEBUG: No, spy is not killer.")             console_print(0,"DEBUG: No, spy is not killer of target.")             // bad things happen? may need to reset stuff here later, like who's target etc         }         else {             // Obviously our spy killed the target.             // Great job, 007. Set spy as eligible for             // rewards...             //client_print(0,print_chat,"DEBUG: Spy killed target! Adding 5 to slot %d",spy - 1)             new name[40]             get_user_name(spy,name,39)             console_print(0,"DEBUG: Spy killed target! Adding 5 to slot %d (%d,%s)",spy - 1,spy,name)             bonuses[spy - 1][0] += 5 // Five extra rounds of 100 extra hp added to current spy's account.             missionSuccess = true         }         return PLUGIN_CONTINUE     }     if (victim_id != spy || victim_id < 1 || victim_id > get_maxplayers()) {         return PLUGIN_CONTINUE     }     new weaponTypeId     new spyKiller = get_user_attacker(victim_id,weaponTypeId)     new weaponName[31]     get_weaponname(weaponTypeId,weaponName,30)     new spyKillerName[31]     get_user_name(spyKiller,spyKillerName,30)     new spyName[31]     get_user_name(spy,spyName,30)     client_print(0,print_chat,"[I SPY] %s and his %s somehow found out that %s was a spy, and annihilated him!",spyKillerName,weaponName,spyName)     console_print(0,"[I SPY] %s and his %s somehow found out that %s was a spy, and annihilated him!",spyKillerName,weaponName,spyName)     undisguise()     // Only enemy team hears this. Spy team could hear something else...     new spyTeam = get_user_team(spy)     //console_print(0,"[I SPY] Spy's team was %d!",spyTeam)     new teamMates[32]     new teamMembers     new teamName[10]     if (spyTeam == TEAM_T)         format(teamName,10,"CT")     else         format(teamName,3,"TERRORIST")     get_players(teamMates,teamMembers,"e",teamName)     for (new i = 0;i < teamMembers;i++) {         client_cmd(teamMates[i],"spk ^"unauthorized personnel in perimeter terminated^"")     }     //get_players(players,num,"ae","CT")     //client_cmd(0,"spk ^"unauthorized personnel presence in perimeter detected, the intruder is terminated^"")         // Set to -1 to mark that there were a spy, but he got killed.     spyWas = spy     spy = -1     return PLUGIN_CONTINUE } public togglechangemodel(id,level,cid) {     if (!cmd_access(id,level,cid,1)) {         return PLUGIN_CONTINUE     }     changeModel = !changeModel     if (id > 0) {         if (changeModel)             client_print(id,print_console,"[I SPY] Spies' models WILL be changed.")         else             client_print(id,print_console,"[I SPY] Spies' models will NOT be changed.")     }     else {         if (changeModel)             console_print(0,"[I SPY] Spies' models WILL be changed.")         else             console_print(0,"[I SPY] Spies' models will NOT be changed.")     }     if (!is_user_bot(spy) && !changeModel && spy > 0) {         CS_ClearModel(spy)     }     return PLUGIN_HANDLED } public plugin_precache() {     precache_sound("ispy/007.wav")     //precache_sound("player/heartbeat1.wav")     /* you can use other force modes but only for models */     force_unmodified(force_exactfile,{0,0,0},{0,0,0},"models/player/arctic/arctic.mdl")     force_unmodified(force_exactfile,{0,0,0},{0,0,0},"models/player/gign/gign.mdl")     force_unmodified(force_exactfile,{0,0,0},{0,0,0},"models/player/gsg9/gsg9.mdl")     force_unmodified(force_exactfile,{0,0,0},{0,0,0},"models/player/guerilla/guerilla.mdl")     force_unmodified(force_exactfile,{0,0,0},{0,0,0},"models/player/leet/leet.mdl")     force_unmodified(force_exactfile,{0,0,0},{0,0,0},"models/player/sas/sas.mdl")     force_unmodified(force_exactfile,{0,0,0},{0,0,0},"models/player/terror/terror.mdl")     force_unmodified(force_exactfile,{0,0,0},{0,0,0},"models/player/urban/urban.mdl")     force_unmodified(force_exactfile,{0,0,0},{0,0,0},"models/player/vip/vip.mdl")     /* probably is already set to 1.0 */     set_cvar_float("mp_consistency",1.0)         /* give some output */     server_print("Forcing unmodified files activated in I Spy.") } public showhelp(id) {     new title[] = "I Spy help page"     show_motd(id,"Randomly, sometimes someone on a team will become a spy, spawning in the enemy team spawn area, \     disguised to look exactly like the enemy. The spy will remain disguised until the round ends, or it gets killed. \     The spy will have a mission, which must be carried out before the end of the round. If the mission is successful, \     the spy will be rewarded.",title) } public client_disconnect(id) {     // Reset bonus, if player disconnects.     if (bonuses[id - 1][0] != 0)         bonuses[id - 1][0] = 0 } public show_name(id) {     new name[32]     new pointId = read_data(2)     get_user_name(pointId,name,31)     new buffer[64]     format(buffer,63,"%s",name)         if (friend[id] == 1 || pointId == spy || !is_user_alive(id)) {         new clip, ammo, wpnid = get_user_weapon(pointId,clip,ammo)         new wpnname[32]         get_weaponname(wpnid,wpnname,31)         format(buffer,63,"[ispy] %s: %d HP, %d AP, %s",name,get_user_health(pointId),get_user_armor(pointId),wpnname[7])     }     else {         format(buffer,63,"[ispy] %s",name)     }     message_begin(MSG_ONE,gmsgStatusText,{0,0,0},id)     write_byte(1)     write_string(buffer)     message_end()     return PLUGIN_CONTINUE } public set_team(id) {     friend[id] = read_data(2)     return PLUGIN_CONTINUE } public hide_status(id) {     message_begin(MSG_ONE,gmsgStatusText,{0,0,0},id)     write_byte(1)     write_string("")     message_end()     return PLUGIN_CONTINUE } public plugin_init() {     register_plugin(PLUGINNAME,VERSION,AUTHOR)     // New round event     register_event("ResetHUD","newround_event", "b")     // Round ending events     register_event("SendAudio","roundend_event","a","2=%!MRAD_terwin","2=%!MRAD_ctwin","2=%!MRAD_rounddraw")     register_event("TextMsg","roundend_event","a","2&#Game_C","2&#Game_w")     // Death event     register_event("DeathMsg","death_event","a")     // Point at someone event?     gmsgStatusText = get_user_msgid("StatusText")     register_event("StatusValue","set_team","be","1=1")     register_event("StatusValue","show_name","be","1=2","2!0")     register_event("StatusValue","hide_status","be","1=1","2=0")     register_concmd("amx_ispymodel","togglechangemodel",ADMIN_LEVEL_H,": toggles the change of model for spies.")     register_clcmd("amx_ispyhelp","showhelp",0,": displays help on I Spy.")     register_cvar("amx_ispyodds","10") }

This is the errors i get

Code:
Small compiler 2.1.0		Copyright (c) 1997-2002, ITB CompuPhase

C:\Program Files\AMX Compiler FrontEnd\include\xtrafun.inc(83) : error 021: symbol already defined: "set_user_footsteps"
C:\Documents and Settings\Robert Blody\Desktop\ispy.sma(285) : warning 213: tag mismatch
C:\Documents and Settings\Robert Blody\Desktop\ispy.sma(285) : warning 213: tag mismatch
C:\Documents and Settings\Robert Blody\Desktop\ispy.sma(285) : warning 202: number of arguments does not match definition
C:\Documents and Settings\Robert Blody\Desktop\ispy.sma(285) : warning 202: number of arguments does not match definition
C:\Documents and Settings\Robert Blody\Desktop\ispy.sma(285) : warning 202: number of arguments does not match definition

1 Error.
If johny rembers any thing about this plugn, he rembers that 007 sound file was in .wav. I converted that into .mp3 "cause steam supports mp3." I included that .mp3 with this post "as a link". it has to be at least HALF the size then that old wav. http://gir489.ath.cx/007.mp3
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Johnny got his gun
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Old 05-02-2004 , 14:42  
Reply With Quote #2

I converted this earlier but removed it cause I didn't have time to support it; the plugin itself isn't very well written
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Girthesniper
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Old 05-02-2004 , 14:44  
Reply With Quote #3

This was a really good plugin on WON. I really liked it.
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Girthesniper
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Old 05-02-2004 , 18:38  
Reply With Quote #4

Quote:
Originally Posted by Johnny got his gun
I converted this earlier but removed it cause I didn't have time to support it; the plugin itself isn't very well written
If someone will teach me SMALL, I will be able to re-write this great plugin. But since every one is a lazy bum, and says "read the stupid tutorial." 5 dollars they didn't read a tutorial, they probley picked it up because they know C/C++ form colledge. Or they read a C/C++ book.
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kingpin
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Old 05-02-2004 , 22:17  
Reply With Quote #5

lmao ok well y dont u go "read a C/C++ book." seriously tho there r great tutorials out there, just look for them. I have read a a few and some are really inisightfull.
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Girthesniper
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Old 05-02-2004 , 22:20  
Reply With Quote #6

Quote:
Originally Posted by kingpin
lmao ok well y dont u go "read a C/C++ book." seriously tho there r great tutorials out there, just look for them. I have read a a few and some are really inisightfull.
Ok, heres the deal. I have ADHD. To read something that long would take me 600 hours. by the time i finshed it, i'd be like wtf is small!?!?! So i need some one to show me how to write in SMALL. Tutorials are just Tutorials, theres no explantion for them. But seriously. I want to learn SMALL so bad, but i cant understand tutorials.
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|2ob
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Old 05-02-2004 , 22:34  
Reply With Quote #7

Quote:
Originally Posted by Girthesniper
Quote:
Originally Posted by kingpin
lmao ok well y dont u go "read a C/C++ book." seriously tho there r great tutorials out there, just look for them. I have read a a few and some are really inisightfull.
Ok, heres the deal. I have ADHD. To read something that long would take me 600 hours. by the time i finshed it, i'd be like wtf is small!?!?! So i need some one to show me how to write in SMALL. Tutorials are just Tutorials, theres no explantion for them. But seriously. I want to learn SMALL so bad, but i cant understand tutorials.
i want to learn too sum1 shood have classes, or make a topic with lil tips, OR ADD ME ON MSN!! (email me otherwise)
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I would put more, but they have a limit on chars
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Nick
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Old 05-03-2004 , 03:46  
Reply With Quote #8

What does this ispy plugin do?
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ts2do
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Join Date: Mar 2004
Old 05-03-2004 , 10:02  
Reply With Quote #9

I read some of the plugin and it said in there it makes a player spawn as an enemy...sounds fun
and plz people enuf with the quotage lol we can read the post above and it dont need to be posted 2ice
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FlyingMongoose
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Old 05-03-2004 , 10:37  
Reply With Quote #10

I have ADHD/ADD as well, and I still learned it

but I haven't had time to take a really good look at this, small is really easy to learn even if your limited in knowledge even down to BASIC or Visual Basic, it's really simple
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