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can`t run main.wdl, But it is main.c!!!!!
#288137
09/04/09 12:41
09/04/09 12:41
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Joined: Jul 2009
Posts: 150
Blackchuck
OP
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OP
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Joined: Jul 2009
Posts: 150
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Im worked at a shooter, but as I started it, it came up an warning;
"can`t run main.wdl"
But It is main.c (lite-c)!!!! What the hack is happining??!!
I have know Gamestudio/A7 Commercial Edition 7.84
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Re: can`t run main.wdl, But it is main.c!!!!!
[Re: Joozey]
#288163
09/04/09 15:15
09/04/09 15:15
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Joined: Jul 2009
Posts: 150
Blackchuck
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Posts: 150
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No I have no it has exsist as "main.wdl", and I didn`t add an wdl or somthing like that.
Maby rhere is somthing with the script;
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/////////////////////////////////////////////////////////////// #include <acknex.h> #include <default.c> /////////////////////////////////////////////////////////////// var entity_speed = 3; var movement_enabled = 0; var dist_to_node; var current_node = 1; var angle_difference = 0; var weapon_height; var current_ammo = 20; var players_ammo; var currentGun = 1; /////////////////////////////////////////////////////////////// VECTOR temp_angle; VECTOR pos_node[3]; VECTOR trace_coords; /////////////////////////////////////////////////////////////// STRING* hithole_tga = "hithole.tga"; STRING* target_mdl = "target.mdl"; /////////////////////////////////////////////////////////////// SOUND* bullet_wav = "bullet.wav"; SOUND* gotweapon2_wav = "gotweapon2.wav"; SOUND* nobullets_wav = "nobullets.wav"; SOUND* gotammo_wav = "gotammo.wav"; /////////////////////////////////////////////////////////////// function fire_bullets1(); function fire_bullets2(); function show_target(); function display_hithole(); ///////////////////////////////////////////////////////////////
ENTITY* weapon1_ent = { type = "weapon1.mdl"; pan = 0; x = 55; y = -20; z = -20; pan = 2; use_weapon_startup(); }
ENTITY* weapon2_ent = { type = "weapon2.mdl"; pan = 0; x = 60; y = 15; z = -18; pan = -3; use_weapon_startup2(); }
void main() { shadow_stencil = 1;
level_load("level.wmb"); wait (1); }
function move_target() { while(1) { if(movement_enabled) { entity_speed = minv(5, entity_speed + 0.5 * time_step); c_move(my, vector(entity_speed * time_step, 0, 0), nullvector, IGNORE_PASSABLE | GLIDE); vec_to_angle (my.pan, vec_diff (temp_angle, pos_node, my.x)); } while (!player) {wait (1);} while (1) { if ((c_scan(my.x, my.pan, vector(180, 90, 1000), IGNORE_ME) > 0) && (you == player)) { wait (-2);// Make script later } if (vec_dist (player.x, my.x) < 150) { wait (-5);// Make script later } wait (1); } } }
action enemy1() { move_target(); result = path_scan(me, my.x, my.pan, vector(360, 180, 1000)); if (result) {movement_enabled = 1;} path_getnode (my, 1, pos_node, NULL); vec_to_angle (my.pan, vec_diff (temp_angle, pos_node, my.x)); while(1) { dist_to_node = vec_dist(my.x, pos_node); if(dist_to_node < 50) { current_node = path_nextnode(my, current_node, 1); if (!current_node) {current_node = 1;} path_getnode (my, current_node, pos_node, NULL); } wait(1); } }
action players_code() { var movement_speed = 10; VECTOR temp; player = my; set (my, INVISIBLE); while (1) { player.pan -= 7 * mouse_force.x * time_step; camera.x = player.x; camera.y = player.y; camera.z = player.z + 50 + 1.1 * sin(my.skill44); camera.pan = player.pan; camera.tilt += 5 * mouse_force.y * time_step; vec_set (temp.x, my.x); temp.z -= 10000; temp.z = -c_trace (my.x, temp.x, IGNORE_ME | IGNORE_PASSABLE | USE_BOX); temp.x = movement_speed * (key_w - key_s) * time_step; temp.y = movement_speed * (key_a - key_d) * 0.6 * time_step; c_move (my, temp.x, nullvector, IGNORE_PASSABLE | GLIDE); wait (1); } }
action gun() { ph_setgravity (vector(0, 0, -386)); phent_settype (my, PH_RIGID, PH_BOX); phent_setmass (my, 5, PH_BOX); phent_setfriction (my, 99); phent_setdamping (my, 20, 35); phent_setelasticity (my, 45, 50); while (!player) {wait (1);} while (vec_dist (player.x, my.x) > 50) { wait (1); } players_ammo = 12; snd_play (gotweapon2_wav, 80, 0); set (my, PASSABLE); set (my, INVISIBLE); set (weapon1_ent, VISIBLE); set (weapon2_ent, INVISIBLE); wait (-1); ent_remove (my); }
action uzi() { ph_setgravity (vector(0, 0, -386)); phent_settype (my, PH_RIGID, PH_BOX); phent_setmass (my, 5, PH_BOX); phent_setfriction (my, 99); phent_setdamping (my, 20, 35); phent_setelasticity (my, 45, 50); while (!player) {wait (1);} while (vec_dist (player.x, my.x) > 50) { wait (1); } players_ammo = 12; snd_play (gotweapon2_wav, 80, 0); set (my, PASSABLE); set (my, INVISIBLE); set (weapon2_ent, VISIBLE); set (weapon1_ent, INVISIBLE); wait (-1); ent_remove (my); }
function use_weapon_startup() { on_mouse_left = fire_bullets1; proc_mode = PROC_LATE; VECTOR player1_pos; VECTOR player2_pos; while (!player) {wait (1);} while (1) { vec_set (player1_pos.x, player.x); if (is (weapon2_ent, VISIBLE)) { vec_set(trace_coords.x, vector(10000, 0, 0)); vec_rotate(trace_coords.x, camera.pan); vec_add(trace_coords.x, camera.x); if (c_trace(camera.x, trace_coords.x, IGNORE_ME | IGNORE_PASSABLE) > 0) { ent_create (target_mdl, target.x, show_target); } } wait (1); vec_set (player2_pos.x, player.x); if (vec_dist (player1_pos.x, player2_pos.x) != 0) { weapon_height += 30 * time_step; weapon2_ent.z += 0.03 * sin(weapon_height); } } }
function use_weapon_startup2() { on_mouse_left = fire_bullets2; proc_mode = PROC_LATE; VECTOR player1_pos; VECTOR player2_pos; while (!player) {wait (1);} while (1) { vec_set (player1_pos.x, player.x); if (is (weapon2_ent, VISIBLE)) { vec_set(trace_coords.x, vector(10000, 0, 0)); vec_rotate(trace_coords.x, camera.pan); vec_add(trace_coords.x, camera.x); if (c_trace(camera.x, trace_coords.x, IGNORE_ME | IGNORE_PASSABLE) > 0) { ent_create (target_mdl, target.x, show_target); } } wait (1); vec_set (player2_pos.x, player.x); if (vec_dist (player1_pos.x, player2_pos.x) != 0) { weapon_height += 30 * time_step; weapon2_ent.z += 0.03 * sin(weapon_height); } } }
function show_target() { set (my, PASSABLE); my.ambient = 100; my.scale_x = minv (6, vec_dist (my.x, camera.x) / 500); my.scale_y = my.scale_x; my.scale_z = my.scale_x; wait (1); ent_remove (my); }
function fire_bullets1() { if (is (weapon2_ent, INVISIBLE)) {return;} if (current_ammo > 0) { c_trace(camera.x, trace_coords.x, IGNORE_ME | IGNORE_PASSABLE | ACTIVATE_SHOOT); if (you == NULL) { ent_create (hithole_tga, target.x, display_hithole); } snd_play (bullet_wav, 100, 0); current_ammo -= 1; wait (-2); } else { snd_play (nobullets_wav, 100, 0); } }
function fire_bullets2() { if (is (weapon2_ent, INVISIBLE)) {return;} if (current_ammo > 0) { c_trace(camera.x, trace_coords.x, IGNORE_ME | IGNORE_PASSABLE | ACTIVATE_SHOOT); if (you == NULL) { ent_create (hithole_tga, target.x, display_hithole); } snd_play (bullet_wav, 100, 0); current_ammo -= 1; } else { snd_play (nobullets_wav, 100, 0); } } function display_hithole() { vec_to_angle (my.pan, normal); vec_add(my.x, normal.x); set (my, PASSABLE); set (my, TRANSLUCENT); my.ambient = 50; my.roll = random(360); my.scale_x = 0.5; my.scale_y = my.scale_x; wait (-20); ent_remove (my); }
action ammo_pack() { ph_setgravity (vector(0, 0, -386)); phent_settype (my, PH_RIGID, PH_BOX); phent_setmass (my, 7, PH_BOX); phent_setfriction (my, 99); phent_setdamping (my, 20, 35); phent_setelasticity (my, 45, 50); while (!player) {wait (1);} while (vec_dist (player.x, my.x) > 50) { wait (1); } snd_play (gotammo_wav, 80, 0); set (my, PASSABLE); set (my, INVISIBLE); current_ammo += 12; wait (-1); ent_remove (my); }
action wheel() { ph_setgravity (vector(0, 0, -386)); phent_settype (my, PH_RIGID, PH_CYLINDER); phent_setmass (my, 15, PH_BOX); phent_setfriction (my, 99); phent_setdamping (my, 20, 35); phent_setelasticity (my, 45, 50); }
function toggle_guns_startup() { while (1) { if (key_1) { weapon1_ent.flags2 = VISIBLE; weapon2_ent.flags2 = INVISIBLE; currentGun = 1; } if (key_2) { weapon1_ent.flags2 = INVISIBLE; weapon2_ent.flags2 = VISIBLE; currentGun = 2; } if (currentGun == 1) { weapon1_ent.flags2 = VISIBLE; weapon2_ent.flags2 = INVISIBLE; }
if (currentGun == 2) { weapon1_ent.flags2 = INVISIBLE; weapon2_ent.flags2 = VISIBLE; } wait (1); } }
I have know Gamestudio/A7 Commercial Edition 7.84
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