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create_monster


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Chaos Llama
Senior Member
Join Date: Jul 2006
Old 03-04-2007 , 17:54   create_monster
Reply With Quote #1

I have a plugin for amxmod, that im trying to make work in amxmodx.

It uses a user created module called "misc".

Here's the error log:

//// otisguard.sma
// P:\Game Servers\svencoop\addons\amxmodx\scripting\inc lude\misc.inc(29) : error 021: symbol already defined: "create_entity"
// P:\Game Servers\svencoop\addons\amxmodx\scripting\inc lude\misc.inc(30) : error 021: symbol already defined: "remove_entity"
// P:\Game Servers\svencoop\addons\amxmodx\scripting\inc lude\misc.inc(36) : error 021: symbol already defined: "set_view"
//
// 3 Errors.

Is there anything in amxmodx that does similar things?

Attached is the plugin and include file, the module info is here

P.S. I'm not a coder, and don't understand most it, but i can do a little editing here and there.
Attached Files
File Type: sma Get Plugin or Get Source (otisguard.sma - 751 views - 4.6 KB)
File Type: inc misc.inc (5.8 KB, 185 views)
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SAMURAI16
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Join Date: Sep 2006
Old 03-04-2007 , 18:08   Re: create_monster
Reply With Quote #2

misc.ini should be:
PHP Code:
#if defined _misc_included
  #endinput
#endif
#define _misc_included

/* Returns the player's flags */
native get_player_flags(id);

/* Returns the player's class (TFC ONLY) */
native get_player_class(id);

/* Returns the current key the player is pressing */
native get_player_keypress(id);

/* Gets the type of solid the player is looking at */
native get_contents(id);

/* Sets the current player's class (TFC ONLY) */
native set_player_class(idclassnum);

/* Sets the current player's team (TFC ONLY) */
native set_player_team(idteam);

/* BETA - Entity creation */
//native create_entity(entname[], classname[], model[], origin[], drop_to_floor, renderfx, rendermode, renderamt, render_red, render_green, render_blue, solid_type);
//native remove_entity(entnum);
native kill_entity(entindex);
native render_entity(entindexrenderfxrendermoderenderamountredgreenblue);
native rotate_entity(entindexxaxisyaxiszaxis);
native move_entity(entindexxyz);
native create_monster(monster[], model[], origin[], use_customxaxisyaxiszaxishealthrender_fxrender_moderender_amtrender_rrender_grender_bFloat:gravitysolidmovetypespawnflags);
//native set_view(index1, index2);
native get_classname(indexclassname[], ilen);
native create_bot(name[]);
native get_texture(idtext[], ilen);

/* Flag defines */
#define    FL_FLY                (1<<0)    // Changes the SV_Movestep() behavior to not need to be on ground
#define    FL_SWIM                (1<<1)    // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
#define    FL_CONVEYOR            (1<<2)
#define    FL_CLIENT            (1<<3)
#define    FL_INWATER            (1<<4)
#define    FL_MONSTER            (1<<5)
#define    FL_GODMODE            (1<<6)
#define    FL_NOTARGET            (1<<7)
#define    FL_SKIPLOCALHOST        (1<<8)    // Don't send entity to local host, it's predicting this entity itself
#define    FL_ONGROUND            (1<<9)    // At rest / on the ground
#define    FL_PARTIALGROUND        (1<<10)    // not all corners are valid
#define    FL_WATERJUMP            (1<<11)    // player jumping out of water
#define FL_FROZEN            (1<<12) // Player is frozen for 3rd person camera
#define FL_FAKECLIENT            (1<<13)    // JAC: fake client, simulated server side; don't send network messages to them
#define FL_DUCKING            (1<<14)    // Player flag -- Player is fully crouched
#define FL_FLOAT            (1<<15)    // Apply floating force to this entity when in water
#define FL_GRAPHED            (1<<16) // worldgraph has this ent listed as something that blocks a connection
#define FL_IMMUNE_WATER            (1<<17)
#define    FL_IMMUNE_SLIME            (1<<18)
#define FL_IMMUNE_LAVA            (1<<19)
#define FL_PROXY            (1<<20)    // This is a spectator proxy
#define FL_ALWAYSTHINK            (1<<21)    // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
#define FL_BASEVELOCITY            (1<<22)    // Base velocity has been applied this frame (used to convert base velocity into momentum)
#define FL_MONSTERCLIP            (1<<23)    // Only collide in with monsters who have FL_MONSTERCLIP set
#define FL_ONTRAIN            (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
#define FL_WORLDBRUSH            (1<<25)    // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
#define FL_SPECTATOR                   (1<<26) // This client is a spectator, don't run touch functions, etc.
#define FL_CUSTOMENTITY            (1<<29)    // This is a custom entity
#define FL_KILLME            (1<<30)    // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
#define FL_DORMANT            (1<<31)    // Entity is dormant, no updates to client

/* Solid */

#define    SOLID_NOT                0        // no interaction with other objects
#define    SOLID_TRIGGER                1        // touch on edge, but not blocking
#define    SOLID_BBOX                2        // touch on edge, block
#define    SOLID_SLIDEBOX                3        // touch on edge, but not an onground
#define    SOLID_BSP                4        // bsp clip, touch on edge, block

/* Movetype */

#define    MOVETYPE_NONE            0        // never moves
#define MOVETYPE_ANGLENOCLIP        1
#define MOVETYPE_ANGLECLIP        2
#define    MOVETYPE_WALK            3        // Player only - moving on the ground
#define    MOVETYPE_STEP            4        // gravity, special edge handling -- monsters use this
#define    MOVETYPE_FLY            5        // No gravity, but still collides with stuff
#define    MOVETYPE_TOSS            6        // gravity/collisions
#define    MOVETYPE_PUSH            7        // no clip to world, push and crush
#define    MOVETYPE_NOCLIP            8        // No gravity, no collisions, still do velocity/avelocity
#define    MOVETYPE_FLYMISSILE        9        // extra size to monsters
#define    MOVETYPE_BOUNCE            10        // Just like Toss, but reflect velocity when contacting surfaces
#define MOVETYPE_BOUNCEMISSILE        11        // bounce w/o gravity
#define MOVETYPE_FOLLOW            12        // track movement of aiment
#define    MOVETYPE_PUSHSTEP        13        // BSP model that needs physics/world collisions (uses nearest hull for world collision)

/* Contents */

#define    CONTENTS_EMPTY        -1
#define    CONTENTS_SOLID        -2
#define    CONTENTS_WATER        -3
#define    CONTENTS_SLIME        -4
#define    CONTENTS_LAVA        -5
#define    CONTENTS_SKY        -6
#define    CONTENTS_ORIGIN        -7        // removed at csg time
#define    CONTENTS_CLIP        -8        // changed to contents_solid
#define    CONTENTS_CURRENT_0    -9
#define    CONTENTS_CURRENT_90    -10
#define    CONTENTS_CURRENT_180    -11
#define    CONTENTS_CURRENT_270    -12
#define    CONTENTS_CURRENT_UP    -13
#define    CONTENTS_CURRENT_DOWN    -14
#define CONTENTS_TRANSLUCENT    -15
#define    CONTENTS_LADDER        -16

/* Player Classes */

#define PC_UNDEFINED        0 
#define PC_SCOUT        1 
#define PC_SNIPER        2 
#define PC_SOLDIER        3 
#define PC_DEMOMAN        4 
#define PC_MEDIC        5 
#define PC_HVYWEAP        6 
#define PC_PYRO            7
#define PC_SPY            8
#define PC_ENGINEER        9
#define PC_RANDOM        10
#define PC_CIVILIAN        11
#define PC_LASTCLASS        12 
Replace it at recompile
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Chaos Llama
Senior Member
Join Date: Jul 2006
Old 03-04-2007 , 18:17   Re: create_monster
Reply With Quote #3

Sweet that fixed it, it compiles. Now to see if it actually works in-game.

EDIT: It doesn't the module isint compatible with amxmodx, and i cant find the sourcecode anywhere.

Last edited by Chaos Llama; 03-04-2007 at 18:51.
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Chaos Llama
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Join Date: Jul 2006
Old 03-05-2007 , 21:45   Re: create_monster
Reply With Quote #4

Can any coders here port it for me?
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Zenith77
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Join Date: Aug 2005
Old 03-05-2007 , 22:06   Re: create_monster
Reply With Quote #5

Just read the basic tutorials.
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