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 Betreff des Beitrags: [AMX] Run time error
BeitragVerfasst: 05.09.2003, 11:52 
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Registriert: 03.08.2003, 20:31
Beiträge: 101
Wohnort: München
Wenn ich bei meinem HLServer mal in die Console schaue kriege ich meistens diese fehlermeldung hier:

[AMX] Run time error 10 on line 58 (plugin "plugin_gore.amx")


was ist das fuer ein fehler und wie krieg ich den weg ???

_________________
If you want to rock .... play CS !!!
Nichts ist um sonst ausser der Tod und der kosstet das Leben !
Man lebt nur einmal ....... pro Runde !
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 Betreff des Beitrags:
BeitragVerfasst: 05.09.2003, 13:31 

Registriert: 03.05.2003, 22:26
Beiträge: 109
Wohnort: Wien/Vienna
Das bedeutet, dass in der Zeile 58 ein fehler ist. Überprüf die Zeile, oder schreib den inhalt der sma hier rein


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 Betreff des Beitrags:
BeitragVerfasst: 07.09.2003, 17:54 
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Registriert: 03.08.2003, 20:31
Beiträge: 101
Wohnort: München
in der zeile 58 steht:
get_user_origin(iVictim,iOrigin)

_________________
If you want to rock .... play CS !!!
Nichts ist um sonst ausser der Tod und der kosstet das Leben !
Man lebt nur einmal ....... pro Runde !
Fällt jemandem noch ein Spruch ein ?


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 Betreff des Beitrags:
BeitragVerfasst: 07.09.2003, 18:01 
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Registriert: 03.08.2003, 20:31
Beiträge: 101
Wohnort: München
der inhalt der sma wäre:


/*
* AMXMOD script.
* (plugin_gore.sma)
* by mike_cao <mike@mikecao.com>
* This file is provided as is (no warranties).
*
* This plugin adds gore effects. It is configured
* with the cvar "amx_gore" using these flags:
*
* a - Headshot blood
* b - Extra blood effects
* c - Bleeding on low health
* d - Gib explosion (knife, HE, high damage only)
*
*/
#include <amxmod>

#define MAX_NAME_LENGTH 32
#define MAX_VAR_LENGTH 64
#define MAX_PLAYERS 32
#define MAX_TEXT_LENGTH 512

#define GORE_HEADSHOT (1<<0) // "a"
#define GORE_BLOOD (1<<1) // "b"
#define GORE_BLEEDING (1<<2) // "c"
#define GORE_GIB (1<<3) // "d"

#define TE_BLOODSPRITE 115
#define TE_BLOODSTREAM 101
#define TE_MODEL 106
#define TE_WORLDDECAL 116

/************************************************************
* MAIN
************************************************************/

new gHealthIndex[MAX_PLAYERS+1]

new mdl_gib_flesh
new mdl_gib_head
new mdl_gib_legbone
new mdl_gib_lung
new mdl_gib_meat
new mdl_gib_spine

new spr_blood_drop
new spr_blood_spray

public event_damage()
{
new iFlags = get_gore_flags()
new iVictim = read_data(0)
gHealthIndex[iVictim] = get_user_health(iVictim)

if (iFlags&GORE_BLOOD) {
new iOrigin[3]
get_user_origin(iVictim,iOrigin)
fx_blood(iOrigin)
fx_blood_small(iOrigin,10)
}
return PLUGIN_CONTINUE
}

public event_death()
{
new iFlags = get_gore_flags()
new iOrigin[3]
new sWeapon[MAX_NAME_LENGTH]
new iVictim = read_data(2)
new iHeadshot = read_data(3)

read_data(4,sWeapon,MAX_NAME_LENGTH)

if (iFlags&GORE_HEADSHOT && iHeadshot) {
get_user_origin(iVictim,iOrigin)
fx_headshot(iOrigin)
}
else if (iFlags&GORE_GIB && (equal(sWeapon,"knife") || equal(sWeapon,"grenade") || (gHealthIndex[iVictim] - get_user_health(iVictim)) > 100)) {
get_user_origin(iVictim,iOrigin)
// Effects
fx_trans(iVictim,0)
fx_gib_explode(iOrigin,5)
fx_blood_large(iOrigin,3)
fx_blood_small(iOrigin,20)
// Hide body
iOrigin[2] = iOrigin[2]-20
set_user_origin(iVictim,iOrigin)
}
}

public event_blood()
{

new iFlags = get_gore_flags()
if (iFlags&GORE_BLEEDING) {
new iPlayer, iPlayers[MAX_PLAYERS], iNumPlayers, iOrigin[3]
get_players(iPlayers,iNumPlayers,"a")
for (new i = 0; i < iNumPlayers; i++) {
iPlayer = iPlayers
if (get_user_health(iPlayer) < 20) {
get_user_origin(iPlayer,iOrigin)
fx_bleed(iOrigin)
fx_blood_small(iOrigin,5)
}
}
}
}

public event_respawn(id)
{
gHealthIndex[id] = get_user_health(id)
return PLUGIN_CONTINUE
}

public get_gore_flags()
{
new sFlags[24]
get_cvar_string("amx_gore",sFlags,24)
return read_flags(sFlags)
}

/************************************************************
* FX FUNCTIONS
************************************************************/

static fx_trans(player,amount)
{
set_user_rendering(player,kRenderFxNone,0,0,0,kRenderTransAlpha,amount)
return PLUGIN_CONTINUE
}

public fx_blood(origin[3])
{
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
write_coord(origin[0]+random_num(-20,20))
write_coord(origin[1]+random_num(-20,20))
write_coord(origin[2]+random_num(-20,20))
write_short(spr_blood_spray)
write_short(spr_blood_drop)
write_byte(248) // color index
write_byte(10) // size
message_end()
}

public fx_bleed(origin[3])
{
// Blood spray
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_BLOODSTREAM)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]+10)
write_coord(random_num(-100,100)) // x
write_coord(random_num(-100,100)) // y
write_coord(random_num(-10,10)) // z
write_byte(70) // color
write_byte(random_num(50,100)) // speed
message_end()
}

static fx_blood_small(origin[3],num)
{
// Blood decals
static const blood_small[7] = {190,191,192,193,194,195,197}

// Small splash
for (new j = 0; j < num; j++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_WORLDDECAL)
write_coord(origin[0]+random_num(-100,100))
write_coord(origin[1]+random_num(-100,100))
write_coord(origin[2]-36)
write_byte(blood_small[random_num(0,6)]) // index
message_end()
}
}

static fx_blood_large(origin[3],num)
{
// Blood decals
static const blood_large[2] = {204,205}

// Large splash
for (new i = 0; i < num; i++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_WORLDDECAL)
write_coord(origin[0]+random_num(-50,50))
write_coord(origin[1]+random_num(-50,50))
write_coord(origin[2]-36)
write_byte(blood_large[random_num(0,1)]) // index
message_end()
}
}

static fx_gib_explode(origin[3],num)
{
new flesh[3], x, y, z
flesh[0] = mdl_gib_flesh
flesh[1] = mdl_gib_meat
flesh[2] = mdl_gib_legbone

// Gib explosion
// Head
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_MODEL)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
write_coord(random_num(-100,100))
write_coord(random_num(-100,100))
write_coord(random_num(100,200))
write_angle(random_num(0,360))
write_short(mdl_gib_head)
write_byte(0) // bounce
write_byte(500) // life
message_end()

// Spine
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_MODEL)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
write_coord(random_num(-100,100))
write_coord(random_num(-100,100))
write_coord(random_num(100,200))
write_angle(random_num(0,360))
write_short(mdl_gib_spine)
write_byte(0) // bounce
write_byte(500) // life
message_end()

// Lung
for(new i = 0; i < random_num(1,2); i++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_MODEL)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
write_coord(random_num(-100,100))
write_coord(random_num(-100,100))
write_coord(random_num(100,200))
write_angle(random_num(0,360))
write_short(mdl_gib_lung)
write_byte(0) // bounce
write_byte(500) // life
message_end()
}

// Parts, 5 times
for(new i = 0; i < 5; i++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_MODEL)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
write_coord(random_num(-100,100))
write_coord(random_num(-100,100))
write_coord(random_num(100,200))
write_angle(random_num(0,360))
write_short(flesh[random_num(0,2)])
write_byte(0) // bounce
write_byte(500) // life
message_end()
}

// Blood
for(new i = 0; i < num; i++) {
x = random_num(-100,100)
y = random_num(-100,100)
z = random_num(0,100)
for(new j = 0; j < 5; j++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
write_coord(origin[0]+(x*j))
write_coord(origin[1]+(y*j))
write_coord(origin[2]+(z*j))
write_short(spr_blood_spray)
write_short(spr_blood_drop)
write_byte(248) // color index
write_byte(15) // size
message_end()
}
}
}

public fx_headshot(origin[3])
{
// Blood spray, 5 times
for (new i = 0; i < 5; i++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(101)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]+30)
write_coord(random_num(-20,20)) // x
write_coord(random_num(-20,20)) // y
write_coord(random_num(50,300)) // z
write_byte(70) // color
write_byte(random_num(100,200)) // speed
message_end()
}
}

/************************************************************
* PLUGIN FUNCTIONS
************************************************************/

public plugin_precache()
{
spr_blood_drop = precache_model("sprites/blood.spr")
spr_blood_spray = precache_model("sprites/bloodspray.spr")

mdl_gib_flesh = precache_model("models/Fleshgibs.mdl")
mdl_gib_head = precache_model("models/GIB_Skull.mdl")
mdl_gib_legbone = precache_model("models/GIB_Legbone.mdl")
mdl_gib_lung = precache_model("models/GIB_Lung.mdl")
mdl_gib_meat = precache_model("models/GIB_B_Gib.mdl")
mdl_gib_spine = precache_model("models/GIB_B_Bone.mdl")
}

public plugin_init()
{
register_plugin("Plugin Gore","1.0","mike_cao")
register_event("DeathMsg","event_death","a")
register_event("Damage","event_damage","b","2!0","3=0","4!0")
register_event("ResetHUD","event_respawn","be","1=1")
register_cvar("amx_gore","abcd")
set_task(1.0,"event_blood",0,"",0,"b")

return PLUGIN_CONTINUE
}

_________________
If you want to rock .... play CS !!!
Nichts ist um sonst ausser der Tod und der kosstet das Leben !
Man lebt nur einmal ....... pro Runde !
Fällt jemandem noch ein Spruch ein ?


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