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G-Dog
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Join Date: Dec 2005
Location: Thunderstorm Central
Old 03-22-2010 , 00:56   Re: Help
Reply With Quote #51

original
PHP Code:
new gSpriteBeam;

...

gSpriteBeam precache_model("sprites/lgtning.spr"); 
your modification
PHP Code:
new gSpriteBeam[] = "sprites/lgtning.spr"
no offense, but if you can't tell the difference between a string and an int you really need to start at the beggining
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The Art of War
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Join Date: Dec 2009
Location: Sweden Rock Festival
Old 03-22-2010 , 08:10   Re: Help
Reply With Quote #52

I am so sorry for this, I was kinda tired and stressed when I wrote that line. From now on I will check what I post on allieds for errors carefully before posting -.-
I know what they do, but could you tell me exactly what they "are made for"? I mean, sometimes you use an array(strings) for some "new X" and then in other codes it seems to be a difference between a sound and a sprite, as in all bind heroes ive looked at for the code they use "new gSpriteX" and then "precache_sound("sound/shmod/blabla")" in precache instead of precache_sound(gSoundX) (then make a "new gSoundX" I know, just to state an example), only seen "precache_sound(gSoundX)" in ssj_gohan so far, and I wonder why models(sprites) are often precached differently then sounds? Then in ssj_gohan gSoundX (other there ofc) is used for the sound, but in all other heroes they use the destination ("sound/shmod/X) when they are using "emit_sound, attacker, CHAN_SOMETHING, "sound/shmod/X etc) instead of using "id, gSoundX". Lol this just became shit ^_^

I got the model compiled again, but having problem with the sound now instead. Will try and change it to all forms I can remember when I get home.. Lol sorry for my earlier sloppiness

EDIT: I changed some things and though im not home, I successfully compiled it with the online compiler.
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Last edited by The Art of War; 03-22-2010 at 09:58.
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kanatzu
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Join Date: Oct 2007
Location: Sweden
Old 03-22-2010 , 11:18   Re: Help
Reply With Quote #53

Did you compile a model?

About the "new X", it depends on how you do it..


You should really read trough that "beggining" link. It's usefull.
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The Art of War
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Join Date: Dec 2009
Location: Sweden Rock Festival
Old 03-22-2010 , 11:27   Re: Help
Reply With Quote #54

I did. And no, I meant that I the compilation failed, but now the error was the sound, not the model. I just got home and now ill try to see if the problem is my local compiler or if I corrected the error.

EDIT: Okey, now ive fixed it! Changed it so
PHP Code:
new gSpriteBeam;
...
public 
plugin_precache
{
       
gSpriteBeam precache_model("sprites/lgtning.spr");
 
        
precache_sound("weapons/gauss2.wav"); 
}
 
,.....
//gSpriteBeam   in the bytes, and    ("weapons/gauss2.wav") in the emit_sound, now its working! 
Now im going to fix another sound for it and another beam and then its done. Thx for everything G-Dog, youre awesome helping people like me
EDIT2: Okey, now im trying to make a sound longer, im using the drstrange sound "debris/beamstart7.wav", but the only argument with a number in was the volume argument. Loop? Please help me to make it bound to DRAIN_TIME, I failed to do so xD.
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Last edited by The Art of War; 03-22-2010 at 13:03.
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kanatzu
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Join Date: Oct 2007
Location: Sweden
Old 03-22-2010 , 14:10   Re: Help
Reply With Quote #55

Art, dont bother. Just give me a damn mp3 file with your sound and i'll convert it for you.
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