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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Fri Oct 09, 2015 5:46 pm 
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Joined: Sat Aug 09, 2014 1:30 am
Posts: 43
worminater wrote:
Thanks, has sorted that one. I googled the lasergun.pxl but has no downloadable result for it.

I still get this message though in regards to underwater bombs:

PXS : CError : TES:MakeOperandSt error : Operator is not supported yet
at Scheme:Underwater_bomb:4

I have named the script underwaterbomb.

------

Can you confirm if the script is to be used inside the map editor, or scheme editor? At the moment I do the script inside the scheme editor.



paste a capture of your script and the list of libs loaded


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Fri Oct 09, 2015 5:57 pm 
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Joined: Wed Sep 09, 2015 2:15 pm
Posts: 43
Sure. Attached here.

Not sure if I need to enable half the libs I have used... I experimented what half of them did then ended up forgetting what I'd done after taking a break for a month or so.

The script is via the scheme editor. Error shown in the script editor is displayed when clicking on Syntax check.


Attachments:
File comment: script used
script.png
script.png [ 39.93 KiB | Viewed 18462 times ]
File comment: List of libs
libs.png
libs.png [ 48.53 KiB | Viewed 18462 times ]
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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Fri Oct 09, 2015 6:30 pm 
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Joined: Sat Aug 09, 2014 1:30 am
Posts: 43
replace "15" with "1", you dont have to change it, replace "[number of bombs]" with a number , the number of bombs you want in your game e.g. 1 or 2 or 30 without quotation marks, and change "scriptname" with the name of this script you used for create it.

here is an example:

Code:
require r2_underwaterbomb;
void underwaterbombspawn::FirstFrame() //the name of my script
{
    for(int j = 1; j <= 5; j++) //underwaterbomb spawn
         new CWaterbomb(0, RandomInt(0, GS->LevelSX),RandomInt(Env->Water+40, Env->Water +150), 1);
}


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Fri Oct 09, 2015 6:42 pm 
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Joined: Wed Sep 09, 2015 2:15 pm
Posts: 43
Ahh, got it :) Thankyou Rafa.

So that error is now resolved.

I now get this which prevents the entire scheme from working. But I need the lasergun.pxl for the other stuff to work?

Code:
PXS : CError : TRZ:Process : fault to process symbol PlaySoundAtPos@PCCSoundFile@fffB
at Lib: wp_lasergun.pxl: Script: lasergun:91


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Fri Oct 09, 2015 6:53 pm 
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Joined: Sat Aug 09, 2014 1:30 am
Posts: 43
you need the lastest version of utils.pxl

open .../mywafolder/libs/network copy utils.pxl from there and paste in .../mywafolder/libs


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Fri Oct 09, 2015 7:35 pm 
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Joined: Wed Sep 09, 2015 2:15 pm
Posts: 43
I don't have anything in that folder, its empty.

I took the utils.plx from Cweps scheme however, and this seems to have resolved that issue :)

Thankyou for all your help and the fast responses. Hopefully i'll have smoother sailing from here, all working ok now ;)


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Mon Jan 04, 2016 6:46 am 
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Joined: Wed Sep 09, 2015 2:15 pm
Posts: 43
Ello :)

I have a suggestion for the underwater bombs.

Is there any possible way of having a worm that is drowning and hits the bomb, to react similarly to a normal bomb on the land... ie, hit bomb from above and the worm may come out the water and survive? Could make for an interesting spin on when you think a worm has died.

And again, in regards to the bombs - Any method of having them rise with the water on sudden death?

Lastly - I am looking for the spread and fire damage/amounts of fire, in the valerian fire script. I've found one value that changes the burn duration but couldn't spot the others.


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Mon Jan 04, 2016 6:51 am 
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Posts: 43
kamikaze + icydrum?

I think it's ok now


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Mon Jan 04, 2016 6:26 pm 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
I got this PX error after overwriting libs:
Code:
PXS : CError : TDP : ParseNext : failed to find apporiate function
at Lib: r2_wepfixes.pxl: Script: fix_cweps:17


Many more errors appear when I comment out this function... it probably has to do with cweps version or something like that? I don't even use cweps in this scheme...

I didn't have the r2_wepfixes.pxl lib attached in my scheme (I have it in Libs folder), but you are requiring it in r2_buffalo and r2_antifire_suit.

I had to remove requiring this lib in both cases to make the scheme work again without errors...

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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Mon Jan 04, 2016 7:06 pm 
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Joined: Sat Aug 09, 2014 1:30 am
Posts: 43
-raffie- wrote:
I got this PX error after overwriting libs:
Code:
PXS : CError : TDP : ParseNext : failed to find apporiate function
at Lib: r2_wepfixes.pxl: Script: fix_cweps:17


Many more errors appear when I comment out this function... it probably has to do with cweps version or something like that? I don't even use cweps in this scheme...

I didn't have the r2_wepfixes.pxl lib attached in my scheme (I have it in Libs folder), but you are requiring it in r2_buffalo and r2_antifire_suit.

I had to remove requiring this lib in both cases to make the scheme work again without errors...


try to attach the lib in your scheme, but don't edit them and spread them online you are creating new ones versions , will be many edited version of the libs, players and i wont know which is the original one.

if you have errors, i try to figure it out the problem with your scheme but dont edit them and just dont replace the files yet


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