Raised This Month: $51 Target: $400
 12% 

Concept: Project base


Post New Thread Reply   
 
Thread Tools Display Modes
Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 03-25-2010 , 20:05   Re: Concept: Project base
Reply With Quote #11

Yes, I can't guarantee nothing will change in project.inc as this isn't officially released, though.

But as rhelgeby said, you will only need to update the files if I release an update, bug fix or something. You should never be working on code in one of the base files, unless you don't plan on ever updating. The only exception to this is include paths but that is a minor thing to fix after an update. And this problem would disappear if a feature request I requested a couple months ago goes through.
__________________
Greyscale is offline
Mr. Zero
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 03-26-2010 , 00:56   Re: Concept: Project base
Reply With Quote #12

<3

Just fucking brilliant. Handling multiple public events in a larger plugin is just a hassle and completely mind numbing.
Oh look I made another function that requires on map start, write down the function's name, switch to the main script, call the function and back to the script currently working on. Or when plugins are cross-referencing =_='

Thanks, hopefully I can figure out how to use this stuff
Mr. Zero is offline
Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 03-26-2010 , 01:26   Re: Concept: Project base
Reply With Quote #13

If you are just looking for an easier way to manage your events, just use module manager and event manager. The less features you use/start off with, the less stuff you have to worry about learning
__________________
Greyscale is offline
arsirc
Veteran Member
Join Date: Dec 2007
Location: Carinthia,Austria,Earth
Old 03-26-2010 , 02:54   Re: Concept: Project base
Reply With Quote #14

ok, i have to say that your base is really selfexplaining!

I LOVE IT!

but,
why the modules OnPluginStart and Register functions
get marked as unused on compiletime?

Last edited by arsirc; 03-26-2010 at 03:08.
arsirc is offline
rhelgeby
Veteran Member
Join Date: Oct 2008
Location: 0x4E6F72776179
Old 03-26-2010 , 03:12   Re: Concept: Project base
Reply With Quote #15

Because they are... never used. You need to manually forward the plugin start event to your modules so they can register themself.
__________________
Richard Helgeby

Zombie:Reloaded | PawnUnit | Object Library
(Please don't send private messages for support, they will be ignored. Use the forum.)
rhelgeby is offline
Send a message via MSN to rhelgeby
arsirc
Veteran Member
Join Date: Dec 2007
Location: Carinthia,Austria,Earth
Old 03-26-2010 , 06:58   Re: Concept: Project base
Reply With Quote #16

ohh ok, i have found it ...
arsirc is offline
Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 03-26-2010 , 17:42   Re: Concept: Project base
Reply With Quote #17

Yes, that is the only time you really need to manually forward an event, since it needs to be registered for the event forwarder to recognize it.. and it needs to register on an event.
__________________
Greyscale is offline
arsirc
Veteran Member
Join Date: Dec 2007
Location: Carinthia,Austria,Earth
Old 03-26-2010 , 17:51   Re: Concept: Project base
Reply With Quote #18

there is a issue with translation manager ...

in project.inc you #ifdef TRANSLATIONS_MANAGER
in function Project_LoadExtraTranslations,
but you #define TRANSLATIONS_MANAGER in
base/translationsmanager.inc wich is called after
project.inc
arsirc is offline
arsirc
Veteran Member
Join Date: Dec 2007
Location: Carinthia,Austria,Earth
Old 03-26-2010 , 19:13   Re: Concept: Project base
Reply With Quote #19

please add following game events to the eventmanager

bomb_planted
bomb_defused
bomb_exploded
hostage_rescued

thx
arsirc is offline
arsirc
Veteran Member
Join Date: Dec 2007
Location: Carinthia,Austria,Earth
Old 03-26-2010 , 19:14   Re: Concept: Project base
Reply With Quote #20

got this error on "modules list"

00:13:57 L 03/27/2010 - 00:14:01: [SM] Plugin encountered error 22: Maximum number of parameters reached
00:13:57 L 03/27/2010 - 00:14:01: [SM] Native "Format" reported: Translation string formatted incorrectly - missing at least 3 parameters
00:13:57 L 03/27/2010 - 00:14:01: [SM] Displaying call stack trace for plugin "thc_rpg.smx":
00:13:57 L 03/27/2010 - 00:14:01: [SM] [0] Line 1130, src/thc_rpg/base/modulemanager.inc::ModuleMgr_PrintModules()
00:13:57 L 03/27/2010 - 00:14:01: [SM] [1] Line 931, src/thc_rpg/base/modulemanager.inc::ModuleMgr_BaseCmdParse()
00:13:57 L 03/27/2010 - 00:14:01: [SM] [2] Line 898, src/thc_rpg/base/modulemanager.inc::ModuleMgr_BaseCmdServer()
00:13:57 L 03/27/2010 - 00:14:01: [SM] [3] Line 763, src/thc_rpg/base/modulemanager.inc::Command_Base()
00:13:57 L 03/27/2010 - 00:14:01: rcon from "85.127.239.72:49430": command "thc_rpg modules list"

my fault??
arsirc is offline
Reply



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 09:10.


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