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Compiling Problems..


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Willy2k
Junior Member
Join Date: Apr 2006
Old 04-22-2006 , 06:02   Compiling Problems..
Reply With Quote #1

Hi Guys, when i try to compile it says: "Pawn compiler not found. Please check your setting and try again"
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v3x
Veteran Member
Join Date: Oct 2004
Location: US
Old 04-22-2006 , 06:07  
Reply With Quote #2

http://www.amxmodx.org/webcompiler.cgi

I use that all of the time <3
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What am I doing these days? Well, I run my own Rust server. It's heavily modded. If you'd like to join, the ip is 167.114.101.67:28116

I also created a website called Rust Tools. It will calculate and tell you the raw amounts of resources needed to craft items.
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Willy2k
Junior Member
Join Date: Apr 2006
Old 04-22-2006 , 06:12  
Reply With Quote #3

It doesent work!
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Willy2k
Junior Member
Join Date: Apr 2006
Old 04-22-2006 , 06:14  
Reply With Quote #4

It says:
Welcome to the AMX Mod X 1.70-300 Compiler.
Copyright (c) 1997-2005 ITB CompuPhase, AMX Mod X Team

/home/users/amxmodx/tmp3/phpB50Ilo.sma(13) : error 017: undefined symbol "the"
/home/users/amxmodx/tmp3/phpB50Ilo.sma(13) : error 029: invalid expression, assumed zero
/home/users/amxmodx/tmp3/phpB50Ilo.sma(13) : warning 215: expression has no effect
/home/users/amxmodx/tmp3/phpB50Ilo.sma(13) : error 001: expected token: ";", but found ")"
/home/users/amxmodx/tmp3/phpB50Ilo.sma(13) : fatal error 107: too many error messages on one line

Compilation aborted.
4 Errors.
Could not locate output file /home/groups/amxmodx/public_html/websc3/phpB50Ilo.amx (compile failed).


59123 successful compiles to date.
31531 failed compiles to date.
Old compiler: 101980 compiles before decommission.
This tool by: David "BAILOPAN" Anderson.
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GHW_Chronic
SourceMod Donor
Join Date: Sep 2004
Location: Texas
Old 04-22-2006 , 06:17  
Reply With Quote #5

it means line 13 of your script is F***ed up.
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Willy2k
Junior Member
Join Date: Apr 2006
Old 04-22-2006 , 06:22  
Reply With Quote #6

Well, im all new to this.. i followed i guide and i comed up with this:

Code:
/* Plugin generated by AMXX-Studio */

#include <amxmodx>
#include <engine>  // This plugin requires engine

#define PLUGIN "Nazi"
#define VERSION "1.0"
#define AUTHOR "Willy2k"


public plugin_init() {
	register_plugin("M4A1_DES", "1.0", "Willy2k")
	the isActive parameter then the skins will act up and change unexpectedly on you (if 0) 
}
	
	// public plugin_precache() { 
  precache_model("models/v_m4a1.mdl"); // the view model 
  precache_model("models/p_m4a1.mdl"); // the player (view) model
  precache_model("models/w_m4a1.mdl"); // something i dont know about
}.
}public set_models(id) { 
  if(!is_user_alive(id)) { // if the player is dead for some reason, prevent the rest of the function from being executed 
    return PLUGIN_CONTINUE; 
  } 

  new weapid = read_data(2); // get the weapon ID 

  switch(weapid) { 
    case CSW_M4A1: { // check if it's the weapon ID we want (see below for weapon constants) 
      entity_set_string(id , EV_SZ_viewmodel , "models/v_m4a1.mdl"); // set the view model 
      entity_set_string(id , EV_SZ_weaponmodel , "models/p_m4ai.mdl"); // set the player (view) model 
      entity_set_string(id , EV_SZ_weaponmodel , "models/w_m4ai.mdl"); // blabla
    } 
    // this is where you'd add more if needed 
  } 
  return PLUGIN_CONTINUE; 
}
How to fix this ?
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GHW_Chronic
SourceMod Donor
Join Date: Sep 2004
Location: Texas
Old 04-22-2006 , 06:24  
Reply With Quote #7

clearly u misunderstood what v3x had said in his scripting tut. You have shit in wrong places and comments uncommented and you deleted the register_event("CurWeapon" part
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FatalisDK
Senior Member
Join Date: Mar 2006
Location: bacon
Old 04-22-2006 , 11:25  
Reply With Quote #8

Nazi plugins are bad!

btw w_ models are the ones you see on the ground (no need to change them in CurWeapon)

Code:
#include <amxmodx> #include <engine>  // This plugin requires engine #define PLUGIN "Nazi" // <-- lol? #define VERSION "1.0" #define AUTHOR "Willy2k" public plugin_init() {     register_plugin(PLUGIN, VERSION, AUTHOR)     register_event("CurWeapon" , "set_models" , "be" , "1=1") } public plugin_precache() {     precache_model("models/v_m4ai.mdl") // the view model     precache_model("models/p_m4ai.mdl") // the player (view) model } public set_models(id) {     if(!is_user_alive(id))     { // if the player is dead for some reason, prevent the rest of the function from being executed         return PLUGIN_CONTINUE     }         new weapid = read_data(2) // get the weapon ID         switch(weapid)     {         case CSW_M4A1:         { // check if it's the weapon ID we want (see below for weapon constants)             entity_set_string(id , EV_SZ_viewmodel , "models/v_m4ai.mdl") // set the view model             entity_set_string(id , EV_SZ_weaponmodel , "models/p_m4ai.mdl") // set the player (view) model         }         // this is where you'd add more if needed     }     return PLUGIN_CONTINUE }
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Jordan
Veteran Member
Join Date: Aug 2005
Old 04-22-2006 , 11:58  
Reply With Quote #9

Quote:
#define PLUGIN "Nazi"
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