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VI.Problems with compiling files .sma


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DRYincing
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Join Date: Dec 2018
Location: Timisoara
Old 02-05-2020 , 18:32   VI.Problems with compiling files .sma
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Although it shows me that the process was done well, it still gives me an error...I don't want to be criticized

ERROR:
Your plugin failed to compile! Read the errors below:
Welcome to the AMX Mod X 1.8.1-300 Compiler.
Copyright (c) 1997-2006 ITB CompuPhase, AMX Mod X Team

/tmp/text0qVr8q.sma(3) : fatal error 100: cannot read from file: "biohazard"

Compilation aborted.
1 Error.

HTML Code:
#include <amxmodx>
#include <engine>
#include <biohazard>
#include <cstrike>

#define D_ZOMBIE_NAME "Vomit Zombie"
#define D_ZOMBIE_DESC "Pt a vomita [G]"
#define D_PLAYER_MODEL "models/player/zombie_vomit.mdl"
#define D_CLAWS "models/biohazard/v_knife_vomit.mdl"

new const vomit_sprite[] = "sprites/poison.spr"
new const vomit_sounds[3][] = { 
	"biohazard/male_boomer_vomit_01.wav",
	"biohazard/male_boomer_vomit_03.wav",
	"biohazard/male_boomer_vomit_04.wav" 
}
new const explode_sounds[3][] = { 
	"biohazard/explo_medium_09.wav",
	"biohazard/explo_medium_10.wav",
	"biohazard/explo_medium_14.wav"
}

new g_zclass_vomit, g_msgid_ScreenFade, g_iMaxPlayers, vomit
new cvar_vomitdist, cvar_explodedist, cvar_wakeuptime
new cvar_vomitcooldown, cvar_victimrender, cvar_vomit_reward

// Cooldown hook
new Float:g_iLastVomit[33]

// Stupid spam when using IN_USE button
new bool:g_iHateSpam[33]

public plugin_init()
{
	register_plugin("[Bio] Class: Vomit", "1.2 BETA", "Excalibur.007")
	
	register_clcmd("drop", "do_skill")
	register_event("DeathMsg", "event_DeathMsg", "a")
	
	cvar_vomitdist = register_cvar("bh_vomit_distance", "300")
	cvar_explodedist = register_cvar("bh_vomit_explode_distance", "300")
	cvar_wakeuptime = register_cvar("bh_vomit_blind_time", "5")
	cvar_vomitcooldown = register_cvar("bh_vomit_cooldown", "10.0")
	cvar_victimrender = register_cvar("bh_vomit_victim_render", "1")
	cvar_vomit_reward = register_cvar("bh_vomit_reward", "2000")
	
	g_msgid_ScreenFade = get_user_msgid( "ScreenFade")
	g_iMaxPlayers = get_maxplayers()
	
	register_zombie_class()
}

public plugin_precache()
{
	vomit = precache_model( vomit_sprite )
	
	precache_model(D_PLAYER_MODEL)
	precache_model(D_CLAWS)
	
	for( new i = 0; i < sizeof vomit_sounds; i ++ )
		precache_sound( vomit_sounds[ i ] )
		
	for( new i = 0; i < sizeof explode_sounds; i ++ )
		precache_sound( explode_sounds[ i ] )
}

public register_zombie_class()
{
	g_zclass_vomit = register_class(D_ZOMBIE_NAME, D_ZOMBIE_DESC)

	if(g_zclass_vomit != -1)
	{
		set_class_data(g_zclass_vomit, DATA_HEALTH, 3000.0)
		set_class_data(g_zclass_vomit, DATA_SPEED, 270.0)
		set_class_data(g_zclass_vomit, DATA_GRAVITY, 0.725)
		set_class_data(g_zclass_vomit, DATA_ATTACK, 1.0)
		set_class_data(g_zclass_vomit, DATA_HITDELAY, 0.1)
		set_class_data(g_zclass_vomit, DATA_HITREGENDLY, 2.0)
		set_class_data(g_zclass_vomit, DATA_KNOCKBACK, 1.0)
		set_class_data(g_zclass_vomit, DATA_DEFENCE, 0.85)
		set_class_data(g_zclass_vomit, DATA_HEDEFENCE, 0.85)
		set_class_pmodel(g_zclass_vomit, D_PLAYER_MODEL)
		set_class_wmodel(g_zclass_vomit, D_CLAWS)
	}		
}

public event_infect(id, attacker)
{
	if(is_user_zombie(id) && get_user_class(id) == g_zclass_vomit)
		client_print(id, print_center, D_ZOMBIE_DESC)
}

public do_skill(id)
{
	if(is_user_alive(id) && is_user_zombie(id) && get_user_class(id) == g_zclass_vomit)
		clcmd_vomit(id)
}

public clcmd_vomit(id)
{
	if(get_gametime( ) - g_iLastVomit[id] < get_pcvar_float( cvar_vomitcooldown ) )
	{
		static buffer[64]
		format(buffer, sizeof(buffer), "^x04[Bio]^x01 You need to wait for^x03 %.f0 ^x01seconds to ^x03Vomit^x01 again !!!", get_pcvar_float( cvar_vomitcooldown ) - ( get_gametime( ) - g_iLastVomit[ id ] ) )
		
		color_saytext(id, buffer)
		return PLUGIN_HANDLED
	}
	
	g_iLastVomit[ id ] = get_gametime( )
	
	new target, body, dist = get_pcvar_num( cvar_vomitdist )
	get_user_aiming( id, target, body, dist )
		
	new vec[ 3 ], aimvec[ 3 ], velocityvec[ 3 ]
	new length
	
	get_user_origin( id, vec )
	get_user_origin( id, aimvec, 2 )
	
	velocityvec[ 0 ] = aimvec[ 0 ] - vec[ 0 ]
	velocityvec[ 1 ] = aimvec[ 1 ] - vec[ 1 ]
	velocityvec[ 2 ] = aimvec[ 2 ] - vec[ 2 ]
	length = sqrt( velocityvec[ 0 ] * velocityvec[ 0 ] + velocityvec[ 1 ] * velocityvec[ 1 ] + velocityvec[ 2 ] * velocityvec[ 2 ] )
	velocityvec[ 0 ] = velocityvec[ 0 ] * 10 / length
	velocityvec[ 1 ] = velocityvec[ 1 ] * 10 / length
	velocityvec[ 2 ] = velocityvec[ 2 ] * 10 / length
	
	new args[ 8 ]
	args[ 0 ] = vec[ 0 ]
	args[ 1 ] = vec[ 1 ]
	args[ 2 ] = vec[ 2 ]
	args[ 3 ] = velocityvec[ 0 ]
	args[ 4 ] = velocityvec[ 1 ]
	args[ 5 ] = velocityvec[ 2 ]
	
	set_task( 0.1, "create_sprite", 0, args, 8, "a", 3 )
	
	emit_sound( id, CHAN_STREAM, vomit_sounds[ random_num( 0, 2 ) ], 1.0, ATTN_NORM, 0, PITCH_HIGH )
	
	if( is_valid_ent( target ) && is_user_alive( target ) && is_user_connected( target ) && !is_user_zombie(target) && get_entity_distance( id, target ) <= dist )
	{
		message_begin( MSG_ONE_UNRELIABLE, g_msgid_ScreenFade, _, target )
		write_short( get_pcvar_num( cvar_wakeuptime ) )
		write_short( get_pcvar_num( cvar_wakeuptime ) )
		write_short( 0x0004 )
		write_byte( 79 )
		write_byte( 180 )
		write_byte( 61 )
		write_byte( 255 )
		message_end( )
		
		if( get_pcvar_num( cvar_victimrender ) )
		{
			set_rendering( target, kRenderFxGlowShell, 79, 180, 61, kRenderNormal, 25 ) 
		}
		set_task( get_pcvar_float( cvar_wakeuptime ), "victim_wakeup", target )
		
		if( !get_pcvar_num(cvar_vomit_reward ) )
			return PLUGIN_HANDLED
			
		cs_set_user_money(id, cs_get_user_money(id) + get_pcvar_num(cvar_vomit_reward))
		
		static buffer[64]
		format(buffer, sizeof(buffer), "^x04[Bio]^x01 You've earned^x03 %i$^x01 for^x03 Vomiting^x01 on a human!", get_pcvar_num(cvar_vomit_reward))
		color_saytext(id, buffer)
	}
	return PLUGIN_HANDLED
}

public create_sprite( args[ ] )
{
	message_begin( MSG_BROADCAST, SVC_TEMPENTITY )
	write_byte( 120 )
	write_coord( args[ 0 ] )
	write_coord( args[ 1 ] )
	write_coord( args[ 2 ] )
	write_coord( args[ 3 ] )
	write_coord( args[ 4 ] )
	write_coord( args[ 5 ] )
	write_short( vomit )
	write_byte( 8 )
	write_byte( 70 )
	write_byte( 100 )
	write_byte( 5 )
	message_end( )
	
	return PLUGIN_CONTINUE
}

public victim_wakeup( id )
{
	if( !is_user_connected( id ) )
		return PLUGIN_HANDLED
	
	message_begin( MSG_ONE_UNRELIABLE, g_msgid_ScreenFade, _, id )
	write_short( ( 1<<12 ) )
	write_short( 0 )
	write_short( 0x0000 )
	write_byte( 0 )
	write_byte( 0 )
	write_byte( 0 )
	write_byte( 255 )
	message_end( )
	
	if( get_pcvar_num( cvar_victimrender ) )
	{
		set_rendering( id )
	}
	return PLUGIN_HANDLED
}

public StopSpam_XD( id )
{
	if( is_user_connected( id ) )
	{	
		g_iHateSpam[ id ] = false
	}
}
public event_DeathMsg( )
{
	new id = read_data( 2 )
	
	if( !is_user_connected( id ) || !is_user_zombie( id ) || get_user_class( id ) != g_zclass_vomit )
		return PLUGIN_HANDLED
		
	emit_sound( id, CHAN_STREAM, explode_sounds[ random_num( 0, 2 ) ], 1.0, ATTN_NORM, 0, PITCH_HIGH )
	
	for( new i = 1; i <= g_iMaxPlayers; i ++ )
	{
		if( !is_valid_ent( i ) || !is_user_alive( i ) || !is_user_connected( i ) || is_user_zombie( i ) || get_entity_distance( id, i ) > get_pcvar_num( cvar_explodedist ) )
			return PLUGIN_HANDLED
			
		message_begin( MSG_ONE_UNRELIABLE, g_msgid_ScreenFade, _, i )
		write_short( get_pcvar_num( cvar_wakeuptime ) )
		write_short( get_pcvar_num( cvar_wakeuptime ) )
		write_short( 0x0004 )
		write_byte( 79 )
		write_byte( 180 )
		write_byte( 61 )
		write_byte( 255 )
		message_end( )
		
		if( get_pcvar_num( cvar_victimrender ) )
		{
			set_rendering( i, kRenderFxGlowShell, 79, 180, 61, kRenderNormal, 25 )
		}
		
		set_task( get_pcvar_float( cvar_wakeuptime ), "victim_wakeup", i )
		
		if( !get_pcvar_num( cvar_vomit_reward ) )
			return PLUGIN_HANDLED
			
		cs_set_user_money(id, cs_get_user_money(id) + (get_pcvar_num(cvar_vomit_reward) * i))
		
		static buffer[64]
		format(buffer, sizeof(buffer), "^x04[Bio]^x01 You've earned^x03 %i$^x01 for^x03 Exploding^x01 on^x03 %i ^x01humans!", ( get_pcvar_num( cvar_vomit_reward ) * i ), i )
		color_saytext(id, buffer)
	}
	return PLUGIN_HANDLED
}

public sqrt( num )
{
	new div = num
	new result = 1
	while( div > result )
	{
		div = ( div + result ) / 2
		result = num / div
	}
	return div
}


color_saytext(player, const message[], any:...)
{
	new text[301]
	format(text, 300, "%s", message)

	new dest
	if (player) dest = MSG_ONE
	else dest = MSG_ALL
	
	message_begin(dest, get_user_msgid("SayText"), {0,0,0}, player)
	write_byte(1)
	write_string(check_text(text))
	return message_end()
}

check_text(text1[])
{
	new text[301]
	format(text, 300, "%s", text1)
	replace(text, 300, "/g", "^x04")
	replace(text, 300, "/r", "^x03")
	replace(text, 300, "/y", "^x01")
	return text
}
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redivcram
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Join Date: Jul 2014
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Old 02-05-2020 , 18:54   Re: VI.Problems with compiling files .sma
Reply With Quote #2

I dont think opening 500 threads for 500 plugins working through the same library and same error would require different solutions. You are missing "biohazard.inc or biohazard.sma" depending on where used natives are declared.
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DRYincing
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Old 02-05-2020 , 19:51   Re: VI.Problems with compiling files .sma
Reply With Quote #3

First i apologize for spam. The file with biohazard.sma I have it, what do you mean by saying where they are natives are declared???
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OciXCrom
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Old 02-05-2020 , 20:52   Re: VI.Problems with compiling files .sma
Reply With Quote #4

You don't have biohazard.inc in your scripting/include folder... A quick Google search would have given you the answer instead of posting 6 threads about the same error. Genius.
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fysiks
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Old 02-06-2020 , 00:27   Re: VI.Problems with compiling files .sma
Reply With Quote #5

The name of the .sma file being used by the compiler seems to imply he's trying to use a webcompiler which typically won't work since it doesn't have the custom include file.

This is a plugin that should be compiled locally with the proper include files.
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DRYincing
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Old 02-06-2020 , 06:28   Re: VI.Problems with compiling files .sma
Reply With Quote #6

I have that file, or I don't understand well..

Last edited by DRYincing; 02-06-2020 at 06:44.
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redivcram
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Old 02-06-2020 , 07:07   Re: VI.Problems with compiling files .sma
Reply With Quote #7

Quote:
Originally Posted by DRYincing View Post
I have that file, or I don't understand well..
Go to your addons/amxmodx/scripting folder, you will start from there.

You will see two executables with a blue icon identical to the one of AMX Mod X studio if you've used it, if not, then it doesn't matter, we will be focusing on amxxpc.exe either way. Assuming you're on a Windows machine, let's go through a few steps to successfully compile a plugin with a custom include file.

You will also notice an include folder. That's where the compiler (amxxpc.exe) will read all necessary .inc files from. You would want to put all of the include files you use in that folder.
The next step is grabbing your source file (.sma) and dragging it into the executable.
A command prompt window will open up and start compiling the source into an .amxx file in the exact same folder.

Alternatively, you can configure AMX Mod X Studio to use that compiler for you with a single push of a button, but I don't know which IDE you are using, therefore, I don't think It's worthwhile writing it down. But do let me know.
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OciXCrom
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Old 02-06-2020 , 07:19   Re: VI.Problems with compiling files .sma
Reply With Quote #8

Fool-proof tutorial:

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redivcram
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Old 02-06-2020 , 07:39   Re: VI.Problems with compiling files .sma
Reply With Quote #9

Quote:
Originally Posted by OciXCrom View Post
Fool-proof tutorial:
Can't remember which thread you posted that in, previously.
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DRYincing
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Old 02-06-2020 , 07:59   Re: VI.Problems with compiling files .sma
Reply With Quote #10

Thank you very much. sorry for spam !! A beautiful day

T/C
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