Szerző Téma: A_SAMP include probléma  (Megtekintve 1054 alkalommal)

Kovacs_Bela

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A_SAMP include probléma
« Dátum: 2011. Június 11. - 09:22:43 »
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Sziasztok!
Nemrég valami hiba történhetett az a_samp.inc-el, de én nem tudom, hogy mi.
Olyan problémám van ( :) ), hogy amikor valamit beírok, valamilyen scriptet, akkor szerintem elcsúsznak a sorok vagy nemtudom..
Példa(letöltés: KCMD):
[pawn]#include <a_samp>
#include <kcmd>
KCMD:stuntbonus-on(playerid,params[])
EnableStuntBonusForAll(enable);
SendClientMessage(playerid,0xAAAAAAAA,\"Stuntbonus For All Enabled!\");
KCMD:stuntbonus-off(playerid,params[])
EnableStuntBonusForAll(disable);
SendClientMessage(playerid,0xAAAAAAAA,\"Stuntbonus For All Disabled!\");[/pawn]
4 error:
...Asztal\\stuntbonus.pwn(4) : error 001: expected token: \"(\", but found \"-\"
...Asztal\\stuntbonus.pwn(4) : error 001: expected token: \";\", but found \"-identifier-\"
...Asztal\\stuntbonus.pwn(4) : error 001: expected token: \";\", but found \"-\"
...Asztal\\stuntbonus.pwn(4) : fatal error 107: too many error messages on one line
Compilation aborted.Pawn compiler 3.2.3664           Copyright © 1997-2006, ITB CompuPhase
4 Errors.
Nem tudom mi a baja, ( még alig tudok scriptelni :) ) mert szerintem az a_samp-pal van valami... a KCMD hibátlan.. Ha találtok hibát az a_samp-omban, akkor igazam van...
 
/*  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);
// --------------------------------------------------

 
Ha meg a KCMD-ben lenne a hiba, akkkor sajt. Akkor ott van a \"(letöltés: KCMD)\"..

Koncz_Norbert

  • Vendég
A_SAMP include probléma
« Válasz #1 Dátum: 2011. Június 11. - 09:36:54 »
0 Show voters
Nem nagyon ismerem az kcmd függvénykódját de...
 

#include <a_samp>
#include <kcmd>
KCMD:stuntbonuson(playerid,params[])
{
EnableStuntBonusForAll(true);
SendClientMessage(playerid,0xAAAAAAAA,\"Stuntbonus For All Enabled!\");
return 1;
}
KCMD:stuntbonusoff(playerid,params[])
{
EnableStuntBonusForAll(false);
SendClientMessage(playerid,0xAAAAAAAA,\"Stuntbonus For All Disabled!\");
return 1;
}
« Utoljára szerkesztve: 2011. Június 11. - 09:57:32 írta Koncz Norbert »

Nem elérhető Norby

  • 1575
    • Profil megtekintése
A_SAMP include probléma
« Válasz #2 Dátum: 2011. Június 11. - 09:53:24 »
0 Show voters
Nem nagyon ismerem a KCMD-t de szerintem a ZCMD a legjob azt ajánlom és a problémádra pedig szerintem kötöjel nem lehet benne probáld meg hogy kiveszed a kötöjelet :D

Kovacs_Bela

  • Vendég
A_SAMP include probléma
« Válasz #3 Dátum: 2011. Június 11. - 10:02:04 »
0 Show voters
Koncz_Norbert: köszi a segítséget, megpróbáltam, de ugyanaz :S
XxRaptorxX, erre csak annyit mondok: ...
/OFF/
A KCMD-t a testvétem találta ki, és nekem ne fikázzátok, már bocs.
Ezt nem sértésnek mondom, csak úgy :)
/OFF/
Amúgy köszi, de ha a - jelet kiveszem, akkkor meg 6 error:
Köszi mindkettõtöknek, a kettõtök segítségével (koncz átalakítottjával, raptor - jel kivevésével) sikerült!
Köszi, zárok :)

 

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