Raised This Month: $ Target: $400
 0% 

error compiling my script :\


  
 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Author Message
tor0en
Junior Member
Join Date: Dec 2008
Old 12-24-2008 , 19:55   error compiling my script :\
Reply With Quote #1

this is my error (errors) xD

Code:
Welcome to the AMX Mod X 1.8.1-300 Compiler.
Copyright (c) 1997-2006 ITB CompuPhase, AMX Mod X Team

C:\Program Files (x86)\Steam\steamapps\tor0en\dedicated server\cstrike\addons\amxmodx\scripting\include\fun.inc(13) : error 017: undefined symbol "AMXX_VERSION_NUM"
C:\Program Files (x86)\Steam\steamapps\tor0en\dedicated server\cstrike\addons\amxmodx\scripting\include\fun.inc(45) : error 017: undefined symbol "kRenderFxNone"
C:\Program Files (x86)\Steam\steamapps\tor0en\dedicated server\cstrike\addons\amxmodx\scripting\include\fakemeta.inc(15) : error 017: undefined symbol "AMXX_VERSION_NUM"
Warning: Loose indentation on line 155
Warning: Loose indentation on line 161
Warning: Loose indentation on line 166
Warning: Loose indentation on line 174
Warning: Loose indentation on line 178
Warning: Loose indentation on line 185
Warning: Loose indentation on line 186
Warning: Loose indentation on line 190
Warning: Loose indentation on line 197
Warning: Loose indentation on line 198

3 Errors.
Could not locate output file C:\Program Files (x86)\Steam\steamapps\tor0en\dedicated server\cstrike\addons\amxmodx\plugins\Tmenu.amx (compile failed).


and here is my script....


Code:
#include <fun>
#include <fakemeta>
#include <amxmodx>

 public plugin_init()
 {
    //..stuff for your plugin

    register_clcmd( "say /MM","MainMenu")
    //note that we do not need to register the menu anymore, but just a way to get to it
 }
 //lets make the function that will make the menu
 public MainMenu(id)
 {
    //first we need to make a variable that will hold the menu
    new menu = menu_create("\rMainMenu", "menu_handler")
    //Note - menu_create
    //The first parameter  is what the menu will be titled (what is at the very top)
    //The second parameter is the function that will deal/handle with the menu (which key was pressed, and what to do)

    //Now lets add some things to select from the menu
    menu_additem(menu, "\wGame Changer", "1", 2)
    menu_additem(menu, "\wRespawn Players", "2", 2)
    //Note - menu_additem
    //The first parameter is which menu we will be adding this item/selection to
    //The second parameter is what text will appear on the menu (Note that it is preceeded with a number of which item it is)
    //The third parameter is data that we want to send with this item
    //The fourth parameter is which admin flag we want to be able to access this item (I have had no experience with this, so I am just assuming this is how it works. It uses the admin flags from the amxconst.inc)

    //Set a property on the menu
    menu_setprop(menu, MPROP_EXIT, MEXIT_ALL)
    //Note - menu_setprop
    //The first parameter is the menu to modify
    //The second parameter is what to modify (found in amxconst.inc)
    //The third parameter is what to modify it to (in this case, we are adding a option to the menu that will exit the menu. setting it to MEXIT_NEVER will disable this option)

    //Lets dispaly the menu
    menu_display(id, menu, 0)
    //Note - menu_display
    //The first parameter is which index to show it to (you cannot show this to everyone at once)
    //The second parameter is which menu to show them (in this case, the one we just made)
    //The third parameter is which page to start them on
 }
 //okay, we showed them the menu, now lets handle it (looking back at menu_create, we are going to use that function)
 public menu_handler(id, menu, item)
 {
    //we don't want to deal with them if they exited a menu
    if (item == MENU_EXIT)
    {
        menu_destroy(menu)
        //Note that you will want to destroy the menu after they do something
        return PLUGIN_HANDLED
    }

    //now lets create some variables that will give us information about the menu and the item that was pressed/chosen
    new data[6], iName[64]
    new access, callback
    //heres the function that will give us that information (since it doesnt magicaly appear)
    menu_item_getinfo(menu, item, access, data,5, iName, 63, callback)

    //Note - that you can do this next step how you want, this is just the way I prefer

    //looking back to menu_additem, we sent data with every item we added, this is where it gets a little fishy for us (where you can do your own method)
    new key = str_to_num(data)
    //note that all my datas were numbers (you can do it with whatever type of string you want)

    //now lets find which item was pressed
    switch(key)
    {
        case 1:{
            client_cmd(id, "SwitcherMenu")
            return PLUGIN_HANDLED
        }
        case 2:{
	client_cmd(id,"respawn_player")
        }

    }

    //lets finish up this function with a menu_destroy, and a return
    menu_destroy(menu)
    return PLUGIN_HANDLED
 }


 
 
 //game Switcher
 

 
 public SwitcherMenu(id)
 {
    //first we need to make a variable that will hold the menu
    new menu = menu_create("\rGame Switcher", "Switchmenu_handler")
    //Note - menu_create
    //The first parameter  is what the menu will be titled (what is at the very top)
    //The second parameter is the function that will deal/handle with the menu (which key was pressed, and what to do)

    //Now lets add some things to select from the menu
    menu_additem(menu, "\wNormal", "1", 2)
    menu_additem(menu, "\wHide and seek", "2", 2)
    menu_additem(menu, "\wWarmup", "3",2)
    menu_additem(menu, "\w1337awpmap", "4", 2)
    
    //Note - menu_additem
    //The first parameter is which menu we will be adding this item/selection to
    //The second parameter is what text will appear on the menu (Note that it is preceeded with a number of which item it is)
    //The third parameter is data that we want to send with this item
    //The fourth parameter is which admin flag we want to be able to access this item (I have had no experience with this, so I am just assuming this is how it works. It uses the admin flags from the amxconst.inc)

    //Set a property on the menu
    menu_setprop(menu, MPROP_EXIT, MEXIT_ALL)
    //Note - menu_setprop
    //The first parameter is the menu to modify
    //The second parameter is what to modify (found in amxconst.inc)
    //The third parameter is what to modify it to (in this case, we are adding a option to the menu that will exit the menu. setting it to MEXIT_NEVER will disable this option)

    //Lets dispaly the menu
    menu_display(id, menu, 0)
    //Note - menu_display
    //The first parameter is which index to show it to (you cannot show this to everyone at once)
    //The second parameter is which menu to show them (in this case, the one we just made)
    //The third parameter is which page to start them on
 }
 //okay, we showed them the menu, now lets handle it (looking back at menu_create, we are going to use that function)
 public Switchmenu_handler(id, menu, item)
 {
    //we don't want to deal with them if they exited a menu
    if (item == MENU_EXIT)
    {
        menu_destroy(menu)
        //Note that you will want to destroy the menu after they do something
        return PLUGIN_HANDLED
    }

    //now lets create some variables that will give us information about the menu and the item that was pressed/chosen
    new data[6], iName[64]
    new access, callback
    //heres the function that will give us that information (since it doesnt magicaly appear)
    menu_item_getinfo(menu, item, access, data,5, iName, 63, callback)

    //Note - that you can do this next step how you want, this is just the way I prefer

    //looking back to menu_additem, we sent data with every item we added, this is where it gets a little fishy for us (where you can do your own method)
    new key = str_to_num(data)
    //note that all my datas were numbers (you can do it with whatever type of string you want)

    //now lets find which item was pressed
    switch(key)
    {
        case 1:{
            client_print(id, print_chat, "Server Mode: Normal!")
            //note that if we dont want to continue through the function, we can't just end with a return. We want to kill the menu first
	   server_cmd("sv_gravity 800");
	   server_cmd("mp_freezetime 6")
	   server_cmd("mp_startmoney 800")
	   server_cmd("mp_footsteps 1")
	   server_cmd("sv_restart 3")
	   server_print("Server is Restarting!")
            menu_destroy(menu)
            return PLUGIN_HANDLED
        }
        case 2:{
            client_print(id, print_chat, "Server Mode: Hide and Seek!")
	   server_cmd("sv_gravity 200");
	   server_cmd("mp_freezetime 0")
	   server_cmd("mp_footsteps 0")
	   server_cmd("mp_startmoney 10")
	   server_cmd("sv_airaccelerate 100")
	   server_cmd("sv_restart 3")
	   server_print("Server is Restarting!")
	   menu_destroy(menu)
            return PLUGIN_HANDLED
        }
        case 3:{ //again i don't have experience with the admin limitations, so i don't know if you need to have a check before this (im assuming you don't though ^_^)
            client_print(id, print_chat, "Server Mode: Warmup!")
	   server_cmd("sv_gravity 800");
	   server_cmd("mp_freezetime 0")
	   server_cmd("mp_startmoney 16000")
	   server_cmd("sv_airaccelerate 10")
	   server_cmd("sv_restart 3")
	   server_cmd("mp_footsteps 1")
	   server_print("Server is Restarting!")
                menu_destroy(menu)
            return PLUGIN_HANDLED
        }
	        case 4:{ //again i don't have experience with the admin limitations, so i don't know if you need to have a check before this (im assuming you don't though ^_^)
            client_print(id, print_chat, "Server Mode: Warmup!")
	   server_cmd("sv_gravity 800");
	   server_cmd("mp_freezetime 0")
	   server_cmd("mp_startmoney 16000")
	   server_cmd("sv_airaccelerate 1000")
	   server_cmd("sv_restart 3")
	   server_cmd("mp_footsteps 0")
	   server_print("Server is Restarting!")
                menu_destroy(menu)
            return PLUGIN_HANDLED
        }
    }

    //lets finish up this function with a menu_destroy, and a return
    menu_destroy(menu)
    return PLUGIN_HANDLED
 }
 
 
 
 
 
    public respawn_player(id)
{
    if(is_user_connected(id))
    {
        //Make the engine think he is spawning
        set_pev(id,pev_deadflag,DEAD_RESPAWNABLE);
        set_pev(id, pev_iuser1, 0);
        dllfunc(DLLFunc_Think,id)

        //Move his body so if corpse is created it is not in map
        engfunc(EngFunc_SetOrigin,id,Float:{-4800.0,-4800.0,-4800.0})

        //Actual Spawn
        set_task(0.5,"spawnagain",id)
    }
}

public spawnagain(id)
{
    //Make sure he didn't disconnect in the 0.5 seconds that have passed.
    if(is_user_connected(id))
    {
        //Spawn player
        spawn(id)
        dllfunc(DLLFunc_Spawn,id)

        //After 1.0 the player will be spawned fully and you can mess with the ent (give weapons etc)
        //set_task(1.0,"player_fully_spawned",id)
}
}
tor0en is offline
 



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 09:05.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode