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  1. #1
    raminr63's Avatar
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    unknown function

    hi

    pleas help me about this code when i run the game its crashed with unknown function !!!

    so whats problem??


    Code:
    self thread laserPart();
    Code:
    laserPart()
    {
            self giveWeapon( "defaultweapon_mp", 7, false );
            self switchToWeapon("defaultweapon_mp");
            self thread doFXLASER();
    		self thread burnPart();
    }
     
    doFXLASER()
    {
            self endon("disconnect");
            self endon("death");
            
            self.textRayGunVal = spawnstruct();
            self.textRayGunVal = self createFontString( "default", 2.0 );
            self.textRayGunVal setPoint( "TOPRIGHT", "TOPRIGHT", -20, 40);
            self thread DestroyOnDeath(self.textRayGunVal);
            for(self.ammoclipray = 999; self.ammoclipray > -1; self.ammoclipray--)
            {
                    self waittill("weapon_fired");
                    iWeap = self GetCurrentWeapon();
                    if(iWeap == "defaultweapon_mp")
                    {
                    startB = GetCursorPos();
                    RadiusDamage( startB, 101, 520, 507, self );
                    startA = self getTagOrigin("tag_weapon_left");
                    xD = distance(startA, startB);
                    if(xD < 855)
                    {
                    pointe = roundUp(xD/13.5);
                    self.textRayGunVal setValue(self.ammoclipray);
                    self.textRayGunVal.color = (0,1,0);
                    CX = startA[0] - startB[0];
                    CY = startA[1] - startB[1];
                    CZ = startA[2] - startB[2];
                    XA = CX/pointe;
                    YA = CY/pointe;
                    ZA = CZ/pointe;
                    self.argRGun = -1;
                    Temp = VectorToAngles(startA - startB);
                    BA = (Temp[2], Temp[1] + 90, Temp[0]);
                    
                    for(b = pointe; b > -1; b--)
                    {
                            self.pointRGW[self.argRGun] = spawn( "script_model", (startB + ((XA, YA, ZA) * B)) );
                            self.pointRGW[self.argRGun] setModel("projectile_m67fraggrenade_bombsquad");
                            self.pointRGW[self.argRGun].angles = BA;
                            self thread removeRayGunShotEffect(self.pointRGW[self.argRGun]);
                    }
                    } else {
                            self.ammoclipray++;
                    }
                    }
                    if(self.ammoclipray == 0)
                    {
                            self.textRayGunVal.color = (0,0,0);
                    }
            }
    }
     
    removeRayGunShotEffect(DObj)
    {
            wait 0.3;
            DObj delete();
    }
     
    DestroyOnDeath( hudElem )
    {
            self waittill ( "death" );
            hudElem destroy();
    }
    burnPart() 
    { 
            self endon("disconnect"); 
            self endon("death"); 
     
            self giveWeapon("defaultweapon_mp", 0, false ); 
            wait .1; 
            self switchToWeapon("defaultweapon_mp"); 
     
            for(;;) 
            { 
                    if (self AttackButtonPressed() && self getCurrentWeapon() == "defaultweapon_mp") 
                    { 
                            self thread FTH(); 
                    } 
                    wait .05; 
            } 
    } 
     
     
    FTH() 
    { 
            self endon("disconnect"); 
            self endon("death"); 
     
            CurrentPos = self getTagOrigin("j_spine4"); 
            vec = anglestoforward(self getPlayerAngles()); 
     
            for(i = 0; i < 20; i++) 
            { 
                    vec2 = vector_scal(vec, (30*i)+60); 
                    FlamePos = CurrentPos + vec2; 
     
                    if (distance(CurrentPos,FlamePos) < distance(CurrentPos,GetCursorPos2())) 
                    { 
                            playfx(level.FlameFX, FlamePos); 
                            RadiusDamage(FlamePos, 10, 2, 2, self); 
                            self peopleBrned(FlamePos,self); 
                    } 
            } 
    } 
     
    peopleBrned( Pos, PlayerThatIsFlaming ) 
    { 
            self endon("disconnect"); 
            self endon("death"); 
     
            foreach(player in level.players) 
            { 
                    DamageRadius = distance(Pos,player.origin); 
                    if(DamageRadius < 40) 
                    { 
                            if (player.Burning == 0) 
                                    player thread getBurned(PlayerThatIsFlaming); 
                            else 
                                    player.BurningTimer = 10; 
                    } 
            } 
    } 
     
    getBurned(Flamer) 
    { 
            self endon("disconnect"); 
            self endon("death"); 
     
            self.Burning = 1; 
            self.BurningTimer = 10; 
            while (self.Burning == 1) 
            { 
                    if (self.BurningTimer > 0) 
                    { 
                            playfx(level.FlameFX, self gettagorigin("j_spine4")); 
                            RadiusDamage(self.origin, 10, 2, 2, Flamer); 
                            self.BurningTimer--; 
                    } 
                    else 
                    { 
                            self.Burning = 0; 
                    } 
                    wait 1; 
            } 
    }
    Last edited by raminr63; 06-14-2011 at 01:28 PM.

  2. #2
    mathieutje12's Avatar
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    Its now doing self thread spawnstruct() but it isnt here u need that extra line = ]

    Code:
    laserPart()
    {
            self giveWeapon( "defaultweapon_mp", 7, false );
            self switchToWeapon("defaultweapon_mp");
            self thread doFXLASER();
    		self thread burnPart();
    }
     
    doFXLASER()
    {
            self endon("disconnect");
            self endon("death");
            
            self.textRayGunVal = spawnstruct();
            self.textRayGunVal = self createFontString( "default", 2.0 );
            self.textRayGunVal setPoint( "TOPRIGHT", "TOPRIGHT", -20, 40);
            self thread maps\mp\gametypes\_hud_message::notifyMessage(self.textRayGunVal );
            self thread DestroyOnDeath(self.textRayGunVal);
            for(self.ammoclipray = 999; self.ammoclipray > -1; self.ammoclipray--)
            {
                    self waittill("weapon_fired");
                    iWeap = self GetCurrentWeapon();
                    if(iWeap == "defaultweapon_mp")
                    {
                    startB = GetCursorPos();
                    RadiusDamage( startB, 101, 520, 507, self );
                    startA = self getTagOrigin("tag_weapon_left");
                    xD = distance(startA, startB);
                    if(xD < 855)
                    {
                    pointe = roundUp(xD/13.5);
                    self.textRayGunVal setValue(self.ammoclipray);
                    self.textRayGunVal.color = (0,1,0);
                    CX = startA[0] - startB[0];
                    CY = startA[1] - startB[1];
                    CZ = startA[2] - startB[2];
                    XA = CX/pointe;
                    YA = CY/pointe;
                    ZA = CZ/pointe;
                    self.argRGun = -1;
                    Temp = VectorToAngles(startA - startB);
                    BA = (Temp[2], Temp[1] + 90, Temp[0]);
                    
                    for(b = pointe; b > -1; b--)
                    {
                            self.pointRGW[self.argRGun] = spawn( "script_model", (startB + ((XA, YA, ZA) * B)) );
                            self.pointRGW[self.argRGun] setModel("projectile_m67fraggrenade_bombsquad");
                            self.pointRGW[self.argRGun].angles = BA;
                            self thread removeRayGunShotEffect(self.pointRGW[self.argRGun]);
                    }
                    } else {
                            self.ammoclipray++;
                    }
                    }
                    if(self.ammoclipray == 0)
                    {
                            self.textRayGunVal.color = (0,0,0);
                    }
            }
    }
     
    removeRayGunShotEffect(DObj)
    {
            wait 0.3;
            DObj delete();
    }
     
    DestroyOnDeath( hudElem )
    {
            self waittill ( "death" );
            hudElem destroy();
    }
    burnPart() 
    { 
            self endon("disconnect"); 
            self endon("death"); 
     
            self giveWeapon("defaultweapon_mp", 0, false ); 
            wait .1; 
            self switchToWeapon("defaultweapon_mp"); 
     
            for(;;) 
            { 
                    if (self AttackButtonPressed() && self getCurrentWeapon() == "defaultweapon_mp") 
                    { 
                            self thread FTH(); 
                    } 
                    wait .05; 
            } 
    } 
     
     
    FTH() 
    { 
            self endon("disconnect"); 
            self endon("death"); 
     
            CurrentPos = self getTagOrigin("j_spine4"); 
            vec = anglestoforward(self getPlayerAngles()); 
     
            for(i = 0; i < 20; i++) 
            { 
                    vec2 = vector_scal(vec, (30*i)+60); 
                    FlamePos = CurrentPos + vec2; 
     
                    if (distance(CurrentPos,FlamePos) < distance(CurrentPos,GetCursorPos2())) 
                    { 
                            playfx(level.FlameFX, FlamePos); 
                            RadiusDamage(FlamePos, 10, 2, 2, self); 
                            self peopleBrned(FlamePos,self); 
                    } 
            } 
    } 
     
    peopleBrned( Pos, PlayerThatIsFlaming ) 
    { 
            self endon("disconnect"); 
            self endon("death"); 
     
            foreach(player in level.players) 
            { 
                    DamageRadius = distance(Pos,player.origin); 
                    if(DamageRadius < 40) 
                    { 
                            if (player.Burning == 0) 
                                    player thread getBurned(PlayerThatIsFlaming); 
                            else 
                                    player.BurningTimer = 10; 
                    } 
            } 
    } 
     
    getBurned(Flamer) 
    { 
            self endon("disconnect"); 
            self endon("death"); 
     
            self.Burning = 1; 
            self.BurningTimer = 10; 
            while (self.Burning == 1) 
            { 
                    if (self.BurningTimer > 0) 
                    { 
                            playfx(level.FlameFX, self gettagorigin("j_spine4")); 
                            RadiusDamage(self.origin, 10, 2, 2, Flamer); 
                            self.BurningTimer--; 
                    } 
                    else 
                    { 
                            self.Burning = 0; 
                    } 
                    wait 1; 
            } 
    }
    Last edited by mathieutje12; 06-14-2011 at 01:35 PM.

  3. The Following User Says Thank You to mathieutje12 For This Useful Post:

    raminr63 (06-14-2011)

  4. #3
    raminr63's Avatar
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    thanks but again i have unknown function error ?!

  5. #4
    ♪~ ᕕ(ᐛ)ᕗ's Avatar
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    wait for GSC Compiler v5.0, it will detect unknown functions too .

  6. #5
    raminr63's Avatar
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    Quote Originally Posted by Horatio Caine View Post
    wait for GSC Compiler v5.0, it will detect unknown functions too .

    lol



    i find error:

    Code:
    FTH() 
    { 
            self endon("disconnect"); 
            self endon("death"); 
     
            CurrentPos = self getTagOrigin("j_spine4"); 
            vec = anglestoforward(self getPlayerAngles()); 
     
            for(i = 0; i < 20; i++) 
            { 
                    vec2 = vector_scal(vec, (30*i)+60); 
                    FlamePos = CurrentPos + vec2; 
     
                    if (distance(CurrentPos,FlamePos) < distance(CurrentPos,GetCursorPos2())) 
                    { 
                            playfx(level.FlameFX, FlamePos); 
                            RadiusDamage(FlamePos, 10, 2, 2, self); 
                            self peopleBrned(FlamePos,self); 
                    } 
            } 
    }
    So how can fix this?!
    Last edited by raminr63; 06-14-2011 at 03:02 PM.

  7. #6
    ♪~ ᕕ(ᐛ)ᕗ's Avatar
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    GSC Compiler v5.0 Beta gives the error. You fix it.

  8. #7
    superfredekiller's Avatar
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    Quote Originally Posted by Horatio Caine View Post
    GSC Compiler v5.0 Beta gives the error.
    Enough advertising?

  9. #8
    ♪~ ᕕ(ᐛ)ᕗ's Avatar
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    Quote Originally Posted by superfredekiller View Post
    Enough advertising?
    Cutting my post to make it seems like my app fail will just make you look like a totally dumbass. And no, infinite adv. for my "main" application!

  10. #9
    Yamato's Avatar
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    Code:
    vector_scal(vec, scale) 
    {
            vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
            return vec;
    }
    
    GetCursorPos() // Rename this one if its necesary
    {
    	forward = self getTagOrigin("tag_eye");
    	end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
    	location = BulletTrace( forward, end, 0, self)[ "position" ];
    	return location;
    }