bekomme leider nach wie vor den selben fehler
ZitatD:\GTA SA MP\filterscripts\death.pwn(124) : warning 217: loose indentation
Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase
1 Warning.
bekomme leider nach wie vor den selben fehler
ZitatD:\GTA SA MP\filterscripts\death.pwn(124) : warning 217: loose indentation
Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase
1 Warning.
oben einfügen oder was?
Nach #include einfach Pragma einfügen
#include <a_samp>
#pragma unused 0
Zitat
D:\GTA SA MP\filterscripts\death.pwn(2) : error 017: undefined symbol "0"
D:\GTA SA MP\filterscripts\death.pwn(125) : warning 217: loose indentation
jop dann kommt ein fehler mehr
Ist ne Null .. hmm
wie genau meinst du das, könntest du es mit pawno vorzeigen?
das oberste gehöhrt anstatt von
new Dead[MAX_PLAYERS], Float:DX[MAX_PLAYERS], Float:DY[MAX_PLAYERS],Float:DZ[MAX_PLAYERS],Float:DA[MAX_PLAYERS],DTimer[MAX_PLAYERS];
oder?
okay aber wohin soll dann die zeile? also in etwa die stelle?
achso okay gut danke und das geht als filterscript, oder?
Okay gut öhm ..
ach fuck ich bin jetzt schon zu blöd ein filterscript anzulegen //kommt wohl von zu wenig schlaf ^^//
<-- Fail
wärst du so nett?
Kenji, du bekommst ja diesen Warning, kannst du uns mal die Zeile posten, die betroffen ist?
Und das mit der ClassSelection, da hat man das Problem, dass man die <- Spawn -> Buttons sieht.
ja okay dann mach ichs selber nach dem ich ausgepennt habe
ZitatD:\GTA SA MP\filterscripts\death.pwn(2) : error 017: undefined symbol "0"
D:\GTA SA MP\filterscripts\death.pwn(125) : warning 217: loose indentation
und die zeilen dazu
zeile 2
#pragma unused 0
zeile 125
return 0;
und das ganze
#include <a_samp>
#pragma unused 0
#define FILTERSCRIPT
new Dead[MAX_PLAYERS], Float:DX[MAX_PLAYERS], Float:DY[MAX_PLAYERS],Float:DZ[MAX_PLAYERS],Float:DA[MAX_PLAYERS],DTimer[MAX_PLAYERS];
public OnPlayerConnect(playerid)
{
Dead[playerid] = 0;
return 1;
}
public OnPlayerDeath(playerid,killerid,reason)
{
Dead[playerid] = 1;
GetPlayerPos(playerid,DX[playerid],DY[playerid],DZ[playerid]);
GetPlayerFacingAngle(playerid,DA[playerid]);
DTimer[playerid] = SetTimerEx("DSpawn", 180*1000, 0, "i",playerid);
return 1;
}
public OnPlayerDisconnect(playerid,reason)
{
Dead[playerid] = 0;
return 1;
}
public OnPlayerSpawn(playerid)
{
if(Dead[playerid] == 1)
{
SetTimerEx("DSpawned", 100, 0, "i",playerid);
}
return 1;
}
forward DSpawn(playerid);
public DSpawn(playerid)
{
if(Dead[playerid] == 1)
{
Dead[playerid] = 0;
TogglePlayerControllable(playerid,1);
ClearAnimations(playerid);
SpawnPlayer(playerid);
SetPlayerHealth(playerid,100);
SetCameraBehindPlayer(playerid);
}
}
forward DSpawned(playerid);
public DSpawned(playerid)
{
if(Dead[playerid] == 1)
{
SetPlayerPos(playerid,DX[playerid],DY[playerid],DZ[playerid]);
SetPlayerHealth(playerid,1); // Soll so aussehen, als ob man 0 Leben hätte^^
SetPlayerCameraPos(playerid,DX[playerid],DY[playerid],DZ[playerid]+3);
ResetPlayerWeapons(playerid);
SetPlayerCameraLookAt(playerid,DX[playerid],DY[playerid],DZ[playerid]);
SetPlayerFacingAngle(playerid,DA[playerid]);
TogglePlayerControllable(playerid,0);
ApplyAnimation(playerid,"PARACHUTE","FALL_skyDive_DIE",4.1,0,1,1,1,1);
}
}
strtok(const string[], &index)
{
new length = strlen(string);
while ((index < length) && (string[index] <= ' '))
{
index++;
}
new offset = index;
new result[20];
while ((index < length) && (string[index] > ' ') && ((index - offset) < (sizeof(result) - 1)))
{
result[index - offset] = string[index];
index++;
}
result[index - offset] = EOS;
return result;
}
public OnPlayerCommandText(playerid, cmdtext[])
{
if (strcmp("/kill", cmdtext, true, 10) == 0) //Zum Testen
{
SetPlayerHealth(playerid,0);
return 1;
}
new cmd[30];
new idx;
cmd = strtok(cmdtext, idx);
if(strcmp(cmd, "/heilen", true) == 0)
{
new tmp[30];
tmp = strtok(cmdtext, idx);
new otherplayer = strval(tmp);
new Float:X,Float:Y,Float:Z;
GetPlayerPos(otherplayer,X,Y,Z);
if(IsPlayerConnected(otherplayer) == 1 && Dead[otherplayer] == 1 && IsPlayerInRangeOfPoint(playerid, 2.0, X, Y, Z) && playerid != otherplayer && Dead[playerid] == 0)
{
Dead[otherplayer] = 0;
TogglePlayerControllable(otherplayer,1);
KillTimer(DTimer[otherplayer]);
SetPlayerHealth(otherplayer,50);
SetCameraBehindPlayer(otherplayer);
ApplyAnimation(playerid,"ped","getup",2.5,0,1,1,0,1);
new Heilername[MAX_PLAYER_NAME];
new Opfername[MAX_PLAYER_NAME];
new string[128];
GetPlayerName(otherplayer, Opfername, sizeof(Opfername));
format(string, sizeof(string), "Du hast %s (ID:%d) wiederbelebt.",Opfername,otherplayer);
SendClientMessage(playerid,0xFFFF00AA, string);
new stringz[128];
GetPlayerName(playerid, Heilername, sizeof(Heilername));
format(stringz, sizeof(stringz), "Du wurdest von %s (ID:%d) wiederbelebt.",Heilername,playerid);
SendClientMessage(otherplayer,0xFFFF00AA, stringz);
}
return 1;
}
return 0;
}
public OnPlayerText(playerid, text[])
{
if(Dead[playerid] == 1)
{
SendClientMessage(playerid,0xFFFF00AA,"Tote können nicht reden.");
return 0;
}
return 1;
}
#include <a_samp>
#define FILTERSCRIPT
new Dead[MAX_PLAYERS], Float:DX[MAX_PLAYERS], Float:DY[MAX_PLAYERS],Float:DZ[MAX_PLAYERS],Float:DA[MAX_PLAYERS],DTimer[MAX_PLAYERS];
public OnPlayerConnect(playerid)
{
Dead[playerid] = 0;
return 1;
}
public OnPlayerDeath(playerid,killerid,reason)
{
Dead[playerid] = 1;
GetPlayerPos(playerid,DX[playerid],DY[playerid],DZ[playerid]);
GetPlayerFacingAngle(playerid,DA[playerid]);
DTimer[playerid] = SetTimerEx("DSpawn", 180*1000, 0, "i",playerid);
return 1;
}
public OnPlayerDisconnect(playerid,reason)
{
Dead[playerid] = 0;
return 1;
}
public OnPlayerSpawn(playerid)
{
if(Dead[playerid] == 1)
{
SetTimerEx("DSpawned", 100, 0, "i",playerid);
}
return 1;
}
forward DSpawn(playerid);
public DSpawn(playerid)
{
if(Dead[playerid] == 1)
{
Dead[playerid] = 0;
TogglePlayerControllable(playerid,1);
ClearAnimations(playerid);
SpawnPlayer(playerid);
SetPlayerHealth(playerid,100);
SetCameraBehindPlayer(playerid);
}
}
forward DSpawned(playerid);
public DSpawned(playerid)
{
if(Dead[playerid] == 1)
{
SetPlayerPos(playerid,DX[playerid],DY[playerid],DZ[playerid]);
SetPlayerHealth(playerid,1); // Soll so aussehen, als ob man 0 Leben hätte^^
SetPlayerCameraPos(playerid,DX[playerid],DY[playerid],DZ[playerid]+3);
ResetPlayerWeapons(playerid);
SetPlayerCameraLookAt(playerid,DX[playerid],DY[playerid],DZ[playerid]);
SetPlayerFacingAngle(playerid,DA[playerid]);
TogglePlayerControllable(playerid,0);
ApplyAnimation(playerid,"PARACHUTE","FALL_skyDive_DIE",4.1,0,1,1,1,1);
}
}
strtok(const string[], &index)
{
new length = strlen(string);
while ((index < length) && (string[index] <= ' '))
{
index++;
}
new offset = index;
new result[20];
while ((index < length) && (string[index] > ' ') && ((index - offset) < (sizeof(result) - 1)))
{
result[index - offset] = string[index];
index++;
}
result[index - offset] = EOS;
return result;
}
public OnPlayerCommandText(playerid, cmdtext[])
{
if (strcmp("/kill", cmdtext, true, 10) == 0) //Zum Testen
{
SetPlayerHealth(playerid,0);
return 1;
}
new cmd[30];
new idx;
cmd = strtok(cmdtext, idx);
if(strcmp(cmd, "/heilen", true) == 0)
{
new tmp[30];
tmp = strtok(cmdtext, idx);
new otherplayer = strval(tmp);
new Float:X,Float:Y,Float:Z;
GetPlayerPos(otherplayer,X,Y,Z);
if(IsPlayerConnected(otherplayer) == 1 && Dead[otherplayer] == 1 && IsPlayerInRangeOfPoint(playerid, 2.0, X, Y, Z) && playerid != otherplayer && Dead[playerid] == 0)
{
Dead[otherplayer] = 0;
TogglePlayerControllable(otherplayer,1);
KillTimer(DTimer[otherplayer]);
SetPlayerHealth(otherplayer,50);
SetCameraBehindPlayer(otherplayer);
ApplyAnimation(playerid,"ped","getup",2.5,0,1,1,0,1);
new Heilername[MAX_PLAYER_NAME];
new Opfername[MAX_PLAYER_NAME];
new string[128];
GetPlayerName(otherplayer, Opfername, sizeof(Opfername));
format(string, sizeof(string), "Du hast %s (ID:%d) wiederbelebt.",Opfername,otherplayer);
SendClientMessage(playerid,0xFFFF00AA, string);
new stringz[128];
GetPlayerName(playerid, Heilername, sizeof(Heilername));
format(stringz, sizeof(stringz), "Du wurdest von %s (ID:%d) wiederbelebt.",Heilername,playerid);
SendClientMessage(otherplayer,0xFFFF00AA, stringz);
}
return 1;
}
return 0;
}
public OnPlayerText(playerid, text[])
{
if(Dead[playerid] == 1)
{
SendClientMessage(playerid,0xFFFF00AA,"Tote können nicht reden.");
return 0;
}
return 1;
}
Nun aber
jo danke passt prima