Include a_samp kann nicht gelesen werden o.O

Wichtiger Hinweis: Bitte ändert nicht manuell die Schriftfarbe auf schwarz sondern belasst es bei der Standardeinstellung. Somit tragt ihr dazu bei dass euer Text auch bei Verwendung unseren dunklen Forenstils noch lesbar ist!

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  • Hallo Leute,

    warum kommt diese Fehlermeldung? und wie kann ich das Problem beheben`?
    #include <a_samp>


    #define GRÜN 0x00FF00FF
    #define ROT 0xFF0000FF
    #define BLAU 0x0000FFFF
    #define GELB 0xFFFF00FF
    #define LILA 0xFF00FFFF


    main()
    {
    print("\n----------------------------------");
    print("Next Reallife by MasterRené");
    print("----------------------------------\n");
    }



    René

    Grüße,
    René


  • Pawno aus dem server ordner starten wo du auch das script drin hast.

  • nicht so schnell :D
    ich habe[ nichts gelöscht... und die datei ist vorhanden:
    hide]/* SA-MP Functions
    *
    * (c) Copyright 2005-2010, SA-MP Team
    *
    */


    #if defined _samp_included
    #endinput
    #endif
    #define _samp_included
    #pragma library samp


    #pragma tabsize 4
    // Ignores warning 217 for properly indented PAWNO code
    // It's tab size is 4 and often uses 4 spaces instead, PAWNCC's is 8


    #include <core>
    #include <float>
    #include <string>
    #include <file>
    #include <time>
    #include <datagram>
    #include <a_players>
    #include <a_vehicles>
    #include <a_objects>
    #include <a_sampdb>


    // Limits and internal constants
    #define MAX_PLAYER_NAME (24)
    #define MAX_PLAYERS (500)
    #define MAX_VEHICLES (2000)
    #define INVALID_PLAYER_ID (0xFFFF)
    #define INVALID_VEHICLE_ID (0xFFFF)
    #define NO_TEAM (255)
    #define MAX_OBJECTS (400)
    #define INVALID_OBJECT_ID (0xFFFF)
    #define MAX_GANG_ZONES (1024)
    #define MAX_TEXT_DRAWS (2048)
    #define MAX_MENUS (128)
    #define MAX_3DTEXT_GLOBAL (1024)
    #define MAX_3DTEXT_PLAYER (1024)
    #define MAX_PICKUPS (2048)
    #define INVALID_MENU (0xFF)
    #define INVALID_TEXT_DRAW (0xFFFF)
    #define INVALID_GANG_ZONE (-1)
    #define INVALID_3DTEXT_ID (0xFFFF)


    // --------------------------------------------------
    // Natives
    // --------------------------------------------------


    // Util
    native print(const string[]);
    native printf(const format[], {Float,_}:...);
    native format(output[], len, const format[], {Float,_}:...);
    native SendClientMessage(playerid, color, const message[]);
    native SendClientMessageToAll(color, const message[]);
    native SendPlayerMessageToPlayer(playerid, senderid, const message[]);
    native SendPlayerMessageToAll(senderid, const message[]);
    native SendDeathMessage(killer,killee,weapon);
    native GameTextForAll(const string[],time,style);
    native GameTextForPlayer(playerid,const string[],time,style);
    native SetTimer(funcname[], interval, repeating);
    native SetTimerEx(funcname[], interval, repeating, const format[], {Float,_}:...);
    native KillTimer(timerid);
    native GetTickCount();
    native GetMaxPlayers();
    native CallRemoteFunction(const function[], const format[], {Float,_}:...);
    native CallLocalFunction(const function[], const format[], {Float,_}:...);
    native Float:asin(Float:value);
    native Float:acos(Float:value);
    native Float:atan(Float:value);
    native Float:atan2(Float:x, Float:y);


    // Game
    native SetGameModeText(const string[]);
    native SetTeamCount(count);
    native AddPlayerClass(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
    native AddPlayerClassEx(teamid, modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
    native AddStaticVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2);
    native AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay);
    native AddStaticPickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
    native CreatePickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
    native DestroyPickup(pickup);
    native ShowNameTags(show);
    native ShowPlayerMarkers(mode);
    native GameModeExit();
    native SetWorldTime(hour);
    native GetWeaponName(weaponid, const weapon[], len);
    native EnableTirePopping(enable);
    native AllowInteriorWeapons(allow);
    native SetWeather(weatherid);
    native SetGravity(Float:gravity);
    native AllowAdminTeleport(allow);
    native SetDeathDropAmount(amount);
    native CreateExplosion(Float:X, Float:Y, Float:Z, type, Float:Radius);
    native EnableZoneNames(enable);
    native UsePlayerPedAnims(); // Will cause the players to use CJ running/walking animations
    native DisableInteriorEnterExits(); // will disable all interior enter/exits in the game.
    native SetNameTagDrawDistance(Float:distance); // Distance at which nametags will start rendering on the client.
    native DisableNameTagLOS(); // Disables the nametag Line-Of-Sight checking
    native LimitGlobalChatRadius(Float:chat_radius);
    native LimitPlayerMarkerRadius(Float:marker_radius);


    // Npc
    native ConnectNPC(name[], script[]);
    native IsPlayerNPC(playerid);


    // Admin
    native IsPlayerAdmin(playerid);
    native Kick(playerid);
    native Ban(playerid);
    native BanEx(playerid, const reason[]);
    native SendRconCommand(command[]);
    native GetServerVarAsString(const varname[], buffer[], len);
    native GetServerVarAsInt(const varname[]);
    native GetServerVarAsBool(const varname[]);


    // Menu
    native Menu:CreateMenu(const title[], columns, Float:x, Float:y, Float:col1width, Float:col2width = 0.0);
    native DestroyMenu(Menu:menuid);
    native AddMenuItem(Menu:menuid, column, const menutext[]);
    native SetMenuColumnHeader(Menu:menuid, column, const columnheader[]);
    native ShowMenuForPlayer(Menu:menuid, playerid);
    native HideMenuForPlayer(Menu:menuid, playerid);
    native IsValidMenu(Menu:menuid);
    native DisableMenu(Menu:menuid);
    native DisableMenuRow(Menu:menuid, row);
    native Menu:GetPlayerMenu(playerid);


    // Text Draw
    native Text:TextDrawCreate(Float:x, Float:y, text[]);
    native TextDrawDestroy(Text:text);
    native TextDrawLetterSize(Text:text, Float:x, Float:y);
    native TextDrawTextSize(Text:text, Float:x, Float:y);
    native TextDrawAlignment(Text:text, alignment);
    native TextDrawColor(Text:text, color);
    native TextDrawUseBox(Text:text, use);
    native TextDrawBoxColor(Text:text, color);
    native TextDrawSetShadow(Text:text, size);
    native TextDrawSetOutline(Text:text, size);
    native TextDrawBackgroundColor(Text:text, color);
    native TextDrawFont(Text:text, font);
    native TextDrawSetProportional(Text:text, set);
    native TextDrawShowForPlayer(playerid, Text:text);
    native TextDrawHideForPlayer(playerid, Text:text);
    native TextDrawShowForAll(Text:text);
    native TextDrawHideForAll(Text:text);
    native TextDrawSetString(Text:text, string[]);


    // Gang Zones
    native GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy);
    native GangZoneDestroy(zone);
    native GangZoneShowForPlayer(playerid, zone, color);
    native GangZoneShowForAll(zone, color);
    native GangZoneHideForPlayer(playerid, zone);
    native GangZoneHideForAll(zone);
    native GangZoneFlashForPlayer(playerid, zone, flashcolor);
    native GangZoneFlashForAll(zone, flashcolor);
    native GangZoneStopFlashForPlayer(playerid, zone);
    native GangZoneStopFlashForAll(zone);


    // Global 3D Text Labels
    native Text3D:Create3DTextLabel(text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, virtualworld, testLOS=0);
    native Delete3DTextLabel(Text3D:id);
    native Attach3DTextLabelToPlayer(Text3D:id, playerid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
    native Attach3DTextLabelToVehicle(Text3D:id, vehicleid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
    native Update3DTextLabelText(Text3D:id, color, text[]);


    // Per-player 3D Text Labels
    native PlayerText3D:CreatePlayer3DTextLabel(playerid, text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, attachedplayer=INVALID_PLAYER_ID, attachedvehicle=INVALID_VEHICLE_ID, testLOS=0);
    native DeletePlayer3DTextLabel(playerid, PlayerText3D:id);
    native UpdatePlayer3DTextLabelText(playerid, PlayerText3D:id, color, text[]);


    // Player GUI Dialog
    #define DIALOG_STYLE_MSGBOX 0
    #define DIALOG_STYLE_INPUT 1
    #define DIALOG_STYLE_LIST 2


    native ShowPlayerDialog(playerid, dialogid, style, caption[], info[], button1[], button2[]);


    // --------------------------------------------------
    // Defines
    // --------------------------------------------------


    // States
    #define PLAYER_STATE_NONE (0)
    #define PLAYER_STATE_ONFOOT (1)
    #define PLAYER_STATE_DRIVER (2)
    #define PLAYER_STATE_PASSENGER (3)
    #define PLAYER_STATE_EXIT_VEHICLE (4) // (used internally)
    #define PLAYER_STATE_ENTER_VEHICLE_DRIVER (5) // (used internally)
    #define PLAYER_STATE_ENTER_VEHICLE_PASSENGER (6) // (used internally)
    #define PLAYER_STATE_WASTED (7)
    #define PLAYER_STATE_SPAWNED (8)
    #define PLAYER_STATE_SPECTATING (9)


    // Marker modes used by ShowPlayerMarkers()
    #define PLAYER_MARKERS_MODE_OFF (0)
    #define PLAYER_MARKERS_MODE_GLOBAL (1)
    #define PLAYER_MARKERS_MODE_STREAMED (2)


    // Weapons
    #define WEAPON_BRASSKNUCKLE (1)
    #define WEAPON_GOLFCLUB (2)
    #define WEAPON_NITESTICK (3)
    #define WEAPON_KNIFE (4)
    #define WEAPON_BAT (5)
    #define WEAPON_SHOVEL (6)
    #define WEAPON_POOLSTICK (7)
    #define WEAPON_KATANA (8)
    #define WEAPON_CHAINSAW (9)
    #define WEAPON_DILDO (10)
    #define WEAPON_DILDO2 (11)
    #define WEAPON_VIBRATOR (12)
    #define WEAPON_VIBRATOR2 (13)
    #define WEAPON_FLOWER (14)
    #define WEAPON_CANE (15)
    #define WEAPON_GRENADE (16)
    #define WEAPON_TEARGAS (17)
    #define WEAPON_MOLTOV (18)
    #define WEAPON_COLT45 (22)
    #define WEAPON_SILENCED (23)
    #define WEAPON_DEAGLE (24)
    #define WEAPON_SHOTGUN (25)
    #define WEAPON_SAWEDOFF (26)
    #define WEAPON_SHOTGSPA (27)
    #define WEAPON_UZI (28)
    #define WEAPON_MP5 (29)
    #define WEAPON_AK47 (30)
    #define WEAPON_M4 (31)
    #define WEAPON_TEC9 (32)
    #define WEAPON_RIFLE (33)
    #define WEAPON_SNIPER (34)
    #define WEAPON_ROCKETLAUNCHER (35)
    #define WEAPON_HEATSEEKER (36)
    #define WEAPON_FLAMETHROWER (37)
    #define WEAPON_MINIGUN (38)
    #define WEAPON_SATCHEL (39)
    #define WEAPON_BOMB (40)
    #define WEAPON_SPRAYCAN (41)
    #define WEAPON_FIREEXTINGUISHER (42)
    #define WEAPON_CAMERA (43)
    #define WEAPON_PARACHUTE (46)
    #define WEAPON_VEHICLE (49)
    #define WEAPON_DROWN (53)
    #define WEAPON_COLLISION (54)


    // Keys
    #define KEY_ACTION (1)
    #define KEY_CROUCH (2)
    #define KEY_FIRE (4)
    #define KEY_SPRINT (8)
    #define KEY_SECONDARY_ATTACK (16)
    #define KEY_JUMP (32)
    #define KEY_LOOK_RIGHT (64)
    #define KEY_HANDBRAKE (128)
    #define KEY_LOOK_LEFT (256)
    #define KEY_SUBMISSION (512)
    #define KEY_LOOK_BEHIND (512)
    #define KEY_WALK (1024)
    #define KEY_ANALOG_UP (2048)
    #define KEY_ANALOG_DOWN (4096)
    #define KEY_ANALOG_LEFT (8192)
    #define KEY_ANALOG_RIGHT (16384)


    #define KEY_UP (-128)
    #define KEY_DOWN (128)
    #define KEY_LEFT (-128)
    #define KEY_RIGHT (128)


    // --------------------------------------------------
    // Forwards (Callback declarations)
    // --------------------------------------------------


    forward OnGameModeInit();
    forward OnGameModeExit();
    forward OnFilterScriptInit();
    forward OnFilterScriptExit();
    forward OnPlayerConnect(playerid);
    forward OnPlayerDisconnect(playerid, reason);
    forward OnPlayerSpawn(playerid);
    forward OnPlayerDeath(playerid, killerid, reason);
    forward OnVehicleSpawn(vehicleid);
    forward OnVehicleDeath(vehicleid, killerid);
    forward OnPlayerText(playerid, text[]);
    forward OnPlayerCommandText(playerid, cmdtext[]);
    forward OnPlayerRequestClass(playerid, classid);
    forward OnPlayerEnterVehicle(playerid, vehicleid, ispassenger);
    forward OnPlayerExitVehicle(playerid, vehicleid);
    forward OnPlayerStateChange(playerid, newstate, oldstate);
    forward OnPlayerEnterCheckpoint(playerid);
    forward OnPlayerLeaveCheckpoint(playerid);
    forward OnPlayerEnterRaceCheckpoint(playerid);
    forward OnPlayerLeaveRaceCheckpoint(playerid);
    forward OnRconCommand(cmd[]);
    forward OnPlayerRequestSpawn(playerid);
    forward OnObjectMoved(objectid);
    forward OnPlayerObjectMoved(playerid, objectid);
    forward OnPlayerPickUpPickup(playerid, pickupid);
    forward OnVehicleMod(playerid, vehicleid, componentid);
    forward OnEnterExitModShop(playerid, enterexit, interiorid);
    forward OnVehiclePaintjob(playerid, vehicleid, paintjobid);
    forward OnVehicleRespray(playerid, vehicleid, color1, color2);
    forward OnVehicleDamageStatusUpdate(vehicleid, playerid);
    forward OnPlayerSelectedMenuRow(playerid, row);
    forward OnPlayerExitedMenu(playerid);
    forward OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid);
    forward OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
    forward OnRconLoginAttempt( ip[], password[], success );
    forward OnPlayerUpdate(playerid);
    forward OnPlayerStreamIn(playerid, forplayerid);
    forward OnPlayerStreamOut(playerid, forplayerid);
    forward OnVehicleStreamIn(vehicleid, forplayerid);
    forward OnVehicleStreamOut(vehicleid, forplayerid);
    forward OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]);


    #define CLICK_SOURCE_SCOREBOARD 0
    forward OnPlayerClickPlayer(playerid, clickedplayerid, source);


    // --------------------------------------------------[/hide]

    Grüße,
    René