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DoubleTap
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Join Date: Mar 2004
Location: Harker Heights, TX
Old 04-02-2004 , 21:54   Wanted: Real coders...
Reply With Quote #1

Hey guys... I have ported alot of Luds great EJL plugins... I have three that are beyond someone who can look at code and make it comply with Mod X standards... These need fixed, and compliance...

Lud's Missiles...
Lud's Jetpack...
SpaceDudes Jedi Force grab...

Here is where I am at:
Quote:
Small compiler 2.1.0 Copyright (c) 1997-2002, ITB CompuPhase
amx_ejl_jetpack.sma(1067) : error 017: undefined symbol "get_user_velocity"
amx_ejl_jetpack.sma(121 : error 017: undefined symbol "set_user_velocity"
2 Errors.
Small compiler 2.1.0 Copyright (c) 1997-2002, ITB CompuPhase
Done.
Small compiler 2.1.0 Copyright (c) 1997-2002, ITB CompuPhase
jedi_force_grab.sma(95) : error 017: undefined symbol "set_user_velocity"
1 Error.
Press any key to continue . . .
The user velocity thing is beyond me... BAILOPAIN has pointed my non-coding arse in the right direction but I am clueless... the velocity issues have changed to something similar to this:

entity_set_vector(player, EV_SZ_velocity, newVelocity)

If that aint greek, you ARE a coder...

I have got Missile working... IF working for you means the missiles fly as intended BUT when activating this plugin I cannot pickup ANY weapons on the ground... Those not familiar with missiles... I dont have the special ones activated... I dont know spank on code and the "CMath" module he used to use... Missiles works (Thought gimped) and the other two are beyond me...

Can someone take on these fun plugins ???

Vic/DT

Attached are my "gave up" version of the plugins, if you need the AMX originals I also have that !
Attached Files
File Type: sma Get Plugin or Get Source (jedi_force_grab.sma - 1148 views - 5.1 KB)
File Type: sma Get Plugin or Get Source (amx_ejl_missiles.sma - 263 views - 97.2 KB)
File Type: sma Get Plugin or Get Source (amx_ejl_jetpack.sma - 1054 views - 56.2 KB)
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MagicShot
Senior Member
Join Date: Mar 2004
Location: MN
Old 04-02-2004 , 22:03   We'll...
Reply With Quote #2

We'll if you teh following to the two your getting errors on should fix it:

Code:
#include <xtrafun>

That stock is in xtrafun..
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DoubleTap
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Old 04-02-2004 , 22:13  
Reply With Quote #3

There is no extrafun in Mod X, that is for backward compatibility.... that's why I asked for coders... I want all this stuff fixed properly... I "believe" all the plugins I ported (except for my own, I am slacking there) are fully compliant with AMXX now... they just haven't been relooked by the Mods, I do believe I have them all properly converted...

Vic/DT
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knekter
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Location: PA
Old 04-02-2004 , 22:24   Add xtrafun
Reply With Quote #4

I understand what your talking about, but hes right, add #include <xtrafun> and its fixed, im sry, u need to
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Geesu
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Join Date: Mar 2004
Location: Cincinnati, OH
Old 04-02-2004 , 22:28  
Reply With Quote #5

put this in the files when you're compiling them :

Code:
/* Sets the velocity of an entity */ stock set_user_velocity(id,vel[3]) {     new Float:Fvel[3]     IVecFVec(vel,Fvel)     entity_set_vector(id, EV_VEC_velocity, Fvel) } /* Gets the velocity of an entity */ stock get_user_velocity(id,vel[3]) {     new Float:Fvel[3]     entity_get_vector(id, EV_VEC_velocity, Fvel)     FVecIVec(Fvel,vel) }

got it from here:
http://forums.alliedmods.net/showthread.php?t=756
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DoubleTap
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Old 04-02-2004 , 22:29  
Reply With Quote #6

I dont only want to make them work... I want to make them correct guys... There would not be a new plugin made using old stuff, why take old stuff and convert using bad code... you guys miss the point... That's is the main reason I titled the thread as I did...

Quote:
Originally Posted by pimp daddy
put this in the files when you're compiling them :
Thanks PD... I was waiting for a real coder to help...
Vic/DT
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MagicShot
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Old 04-02-2004 , 22:33   hrm
Reply With Quote #7

If you want to fix it you have to do one of those 2 things I gave you the easiest option..

or possibly use:

Code:
set_entity_velocity(index, velocity) get_entity_velocity(index, velocity)

IC See Pimp_Daddy beat be to the second option.
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DoubleTap
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Old 04-02-2004 , 22:35  
Reply With Quote #8

NP... I just caught too much flack from the code Nazi's on my first few pots... now I have code that I believe is good still not approved... I "try" and make them right now from the start because they may not get a relook

Vic/DT
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Geesu
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Old 04-02-2004 , 22:36  
Reply With Quote #9

Here are some...
Attached Files
File Type: sma Get Plugin or Get Source (jedi_force_grab.sma - 283 views - 5.5 KB)
File Type: sma Get Plugin or Get Source (amx_ejl_jetpack.sma - 352 views - 56.5 KB)
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MagicShot
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Old 04-02-2004 , 22:38   DT
Reply With Quote #10

DT: It might not be till tomm till they get a chance to take a second look. they are really busy as it is..

I has to wait 2 days till mine was approved..
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