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Humans VS Monsters XP v4.2


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Striker
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Join Date: Mar 2004
Location: Germany
Old 02-17-2010 , 02:59   Re: Humans VS Monsters XP v3.5
Reply With Quote #221

Hello!

I'm getting the following errormessages, also the server crashes when the stack error is thrown.

Quote:
L 02/16/2010 - 22:56:23: [AMXX] Displaying debug trace (plugin "hvmxp_mod.amxx")
L 02/16/2010 - 22:56:23: [AMXX] Run time error 3: stack error
L 02/16/2010 - 22:56:23: [AMXX] [0] hvmxp_mod.sma::player_death (line 141
Quote:
L 02/16/2010 - 22:56:23: [AMXX] Displaying debug trace (plugin "hvmxp_mod.amxx")
L 02/16/2010 - 22:56:23: [AMXX] Run time error 3: stack error
L 02/16/2010 - 22:56:23: [AMXX] [0] hvmxp_mod.sma::frags_lose (line 1736)
L 02/16/2010 - 22:56:23: [AMXX] [1] hvmxp_mod.sma::player_death (line 1425)
Quote:
L 02/16/2010 - 22:56:23: [AMXX] Displaying debug trace (plugin "hvmxp_mod.amxx")
L 02/16/2010 - 22:56:23: [AMXX] Run time error 3: stack error
L 02/16/2010 - 22:56:23: [AMXX] [0] hvmxp_mod.sma::frags_lose (line 1740)
L 02/16/2010 - 22:56:23: [AMXX] [1] hvmxp_mod.sma::player_death (line 1425)
Quote:
L 02/16/2010 - 22:56:23: [AMXX] Displaying debug trace (plugin "hvmxp_mod.amxx")
L 02/16/2010 - 22:56:23: [AMXX] Run time error 3: stack error
L 02/16/2010 - 22:56:23: [AMXX] [0] hvmxp_mod.sma::show_level (line 944)
L 02/16/2010 - 22:56:23: [AMXX] [1] hvmxp_mod.sma::frags_lose (line 1744)
L 02/16/2010 - 22:56:23: [AMXX] [2] hvmxp_mod.sma::player_death (line 1425)
The linenumbers can have a difference about 5 lines, because I removed some not useful things.
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Sam Tsuki
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Join Date: Apr 2008
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Old 02-17-2010 , 12:15   Re: Humans VS Monsters XP v3.5
Reply With Quote #222

Quote:
Originally Posted by Striker View Post
Hello!

I'm getting the following errormessages, also the server crashes when the stack error is thrown.









The linenumbers can have a difference about 5 lines, because I removed some not useful things.
send me your edited file plz
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LeGeNDGoTo
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Join Date: Jan 2010
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Old 02-19-2010 , 08:31   Re: Humans VS Monsters XP v3.7
Reply With Quote #223

what do i have to do for appear player models and eapons on the ground like in this picture
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LeGeNDGoTo
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Old 02-19-2010 , 08:47   Re: Humans VS Monsters XP v3.7
Reply With Quote #224

and how do i have to restart levels
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Sam Tsuki
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Old 02-19-2010 , 18:11   Re: Humans VS Monsters XP v3.7
Reply With Quote #225

Quote:
Originally Posted by LeGeNDGoTo View Post
what do i have to do for appear player models and eapons on the ground like in this picture
the Human Grunts' radar is removed long time ago
for items use hvm_items plugin with csdm's items files
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Old 02-19-2010 , 18:12   Re: Humans VS Monsters XP v3.7
Reply With Quote #226

Quote:
Originally Posted by LeGeNDGoTo View Post
and how do i have to restart levels
use hvm_reset
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Old 02-20-2010 , 01:19   Re: Humans VS Monsters XP v4.0
Reply With Quote #227

thank you
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Excalibur.007
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Old 02-20-2010 , 03:01   Re: Humans VS Monsters XP v4.0
Reply With Quote #228

For me i prefer adding the stocks from fakemeta_util instead of including the whole file.

Last edited by Excalibur.007; 02-20-2010 at 03:07.
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Sam Tsuki
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Old 02-20-2010 , 03:34   Re: Humans VS Monsters XP v4.0
Reply With Quote #229

Quote:
Originally Posted by Excalibur.007 View Post
For me i prefer adding the stocks from fakemeta_util instead of including the whole file.
can you give more details plz?
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Excalibur.007
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Old 02-20-2010 , 04:41   Re: Humans VS Monsters XP v4.0
Reply With Quote #230

Example your using only 1 function is using FM_Util( E.g. fm_give_item )
Instead of
PHP Code:
#include <fakemeta_util> 
Meaning your including all the functions inside fakemeta_util
Why not do this?
PHP Code:
stock fm_give_item(index, const item[]) {
    if (!
equal(item"weapon_"7) && !equal(item"ammo_"5) && !equal(item"item_"5) && !equal(item"tf_weapon_"10))
        return 
0;

    new 
ent fm_create_entity(item);
    if (!
pev_valid(ent))
        return 
0;

    new 
Float:origin[3];
    
pev(indexpev_originorigin);
    
set_pev(entpev_originorigin);
    
set_pev(entpev_spawnflagspev(entpev_spawnflags) | SF_NORESPAWN);
    
dllfunc(DLLFunc_Spawnent);

    new 
save pev(entpev_solid);
    
dllfunc(DLLFunc_Touchentindex);
    if (
pev(entpev_solid) != save)
        return 
ent;

    
engfunc(EngFunc_RemoveEntityent);

    return -
1;

Then your only including 1 function in the fakemeta_util.
Btw you can get the functions inside fakemeta_util.inc
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