[Solved]Unknown function.. WHERE?!

Posts 1–6 of 6 · Page 1 of 1
[Solved]Unknown function.. WHERE?!
It worked before, after a restart, it doesnt, what the hell?

Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
    level.doCustomMap = 0;
    level.doorwait = 2;
    level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
    level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
    precacheModel( level.elevator_model["enter"] );
    precacheModel( level.elevator_model["exit"] );
    wait 1;
    if(getDvar("mapname") == "mp_terminal"){ /** Terminal **/
        level thread terminal();
        level.doCustomMap = 1;
    }
    if(level.doCustomMap == 1){
        level.gameState = "starting";
        level thread CreateMapWait();
    } else {
        level.gameState = "starting";
        wait 15;
        level notify("CREATED");
    }
}

CreateMapWait()
{
	for(i = 0; i > 0; i--)
	{
		level.TimerText destroy();
		level.TimerText = level createServerFontString( "objective", 1.5 );
		level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
		foreach(player in level.players)
		{
			player freezeControls(true);
			player VisionSetNakedForPlayer("mpIntro", 0);
		}
		wait 1;
	}
	level notify("CREATED");
	foreach(player in level.players)
	{
		player freezeControls(false);
		player VisionSetNakedForPlayer(getDvar("mapname"), 0);
	}
}

CreateElevator(enter, exit, angle)
{
	flag = spawn( "script_model", enter );
	flag setModel( level.elevator_model["enter"] );
	wait 0.01;
	flag = spawn( "script_model", exit );
	flag setModel( level.elevator_model["exit"] );
	wait 0.01;
	self thread ElevatorThink(enter, exit, angle);
}

giveAmmo()
{
level endon("disconnect");

for(;;)
{
	foreach( player in level.players )
	{
		if(!isDefined(player.ammoing))
		player.ammoing = false;

		if(distancesquared(self.origin, player.origin) <= 9732 && !player.ammoing)
		{
		if(player.sessionstate != "playing")
		continue;

		player thread ammoWaitThread();
		
		player playlocalsound("weap_pickup");

		player giveMaxAmmo(player getCurrentWeapon());
            
            player giveMaxAmmo(player getCurrentOffhand());
		}
	}

wait 0.05;
}
}

ammoWaitThread()
{
self endon("death");
self endon("disconnect");

self.ammoing = true;
wait 60;
self.ammoing = false;
}

CreateAmmoBlock(pos, angle)
{
	block = spawn("script_model", pos );
	block setModel("com_bomb_objective");
	block.angles = angle;
	block Solid();
      block thread giveAmmo();
	block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
	wait 0.01;
}

CreateBlocks(pos, angle)
{
	block = spawn("script_model", pos );
	block setModel("com_plasticcase_friendly");
	block.angles = angle;
	block Solid();
	block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
	wait 0.01;
}

CreateDoors(open, close, angle, size, height, hp, range)
{
	offset = (((size / 2) - 0.5) * -1);
	center = spawn("script_model", open );
	for(j = 0; j < size; j++){
		door = spawn("script_model", open + ((0, 30, 0) * offset));
		door setModel("com_plasticcase_enemy");
		door Solid();
		door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
		door EnableLinkTo();
		door LinkTo(center);
		for(h = 1; h < height; h++){
			door = spawn("script_model", open + ((0, 30, 0) * offset) - ((70, 0, 0) * h));
			door setModel("com_plasticcase_enemy");
			door Solid();
			door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
			door EnableLinkTo();
			door LinkTo(center);
		}
		offset += 1;
	}
	center.angles = angle;
	center.state = "open";
	center.hp = hp;
	center.range = range;
	center thread DoorThink(open, close);
	center thread DoorUse();
	center thread ResetDoors(open, hp);
	wait 0.01;
}

CreateRamps(top, bottom)
{
	D = Distance(top, bottom);
	blocks = roundUp(D/30);
	CX = top[0] - bottom[0];
	CY = top[1] - bottom[1];
	CZ = top[2] - bottom[2];
	XA = CX/blocks;
	YA = CY/blocks;
	ZA = CZ/blocks;
	CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
	Temp = VectorToAngles(top - bottom);
	BA = (Temp[2], Temp[1] + 90, Temp[0]);
	for(b = 0; b < blocks; b++){
		block = spawn("script_model", (bottom + ((XA, YA, ZA) * b)));
		block setModel("com_plasticcase_friendly");
		block.angles = BA;
		block Solid();
		block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
		wait 0.01;
	}
	block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
	block setModel("com_plasticcase_friendly");
	block.angles = (BA[0], BA[1], 0);
	block Solid();
	block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
	wait 0.01;
}

CreateGrids(corner1, corner2, angle)
{
	W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
	L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
	H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
	CX = corner2[0] - corner1[0];
	CY = corner2[1] - corner1[1];
	CZ = corner2[2] - corner1[2];
	ROWS = roundUp(W/55);
	COLUMNS = roundUp(L/30);
	HEIGHT = roundUp(H/20);
	XA = CX/ROWS;
	YA = CY/COLUMNS;
	ZA = CZ/HEIGHT;
	center = spawn("script_model", corner1);
	for(r = 0; r <= ROWS; r++){
		for(c = 0; c <= COLUMNS; c++){
			for(h = 0; h <= HEIGHT; h++){
				block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
				block setModel("com_plasticcase_friendly");
				block.angles = (0, 0, 0);
				block Solid();
				block LinkTo(center);
				block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
				wait 0.01;
			}
		}
	}
	center.angles = angle;
}

CreateWalls(start, end)
{
	D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
	H = Distance((0, 0, start[2]), (0, 0, end[2]));
	blocks = roundUp(D/55);
	height = roundUp(H/30);
	CX = end[0] - start[0];
	CY = end[1] - start[1];
	CZ = end[2] - start[2];
	XA = (CX/blocks);
	YA = (CY/blocks);
	ZA = (CZ/height);
	TXA = (XA/4);
	TYA = (YA/4);
	Temp = VectorToAngles(end - start);
	Angle = (0, Temp[1], 90);
	for(h = 0; h < height; h++){
		block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
		block setModel("com_plasticcase_friendly");
		block.angles = Angle;
		block Solid();
		block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
		wait 0.001;
		for(i = 1; i < blocks; i++){
			block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
			block setModel("com_plasticcase_friendly");
			block.angles = Angle;
			block Solid();
			block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
			wait 0.001;
		}
		block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
		block setModel("com_plasticcase_friendly");
		block.angles = Angle;
		block Solid();
		block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
		wait 0.001;
	}
}

CreateCluster(amount, pos, radius)
{
	for(i = 0; i < amount; i++)
	{
		half = radius / 2;
		power = ((randomInt(radius) - half), (randomInt(radius) - half), 500);
		block = spawn("script_model", pos + (0, 0, 1000) );
		block setModel("com_plasticcase_friendly");
		block.angles = (90, 0, 0);
		block PhysicsLaunchServer((0, 0, 0), power);
		block Solid();
		block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
		block thread ResetCluster(pos, radius);
		wait 0.05;
	}
}

ElevatorThink(enter, exit, angle)
{
	self endon("disconnect");
	while(1)
	{
		foreach(player in level.players)
		{
			if(Distance(enter, player.origin) <= 50){
				player SetOrigin(exit);
				player SetPlayerAngles(angle);
			}
		}
		wait .25;
	}
}

DoorThink(open, close)
{
    while(1)
    {
        if(self.hp > 0){
            self waittill ( "triggeruse" , player );
            if(player.team == "allies"){
                if(self.state == "open"){
                    self MoveTo(close, level.doorwait);
                    wait level.doorwait;
                    self.state = "close";
                    continue;
                }
                if(self.state == "close"){
                    self MoveTo(open, level.doorwait);
                    wait level.doorwait;
                    self.state = "open";
                    continue;
                }
            }
            if(player.team == "axis"){
                if(self.state == "close"){
                    self.hp--;
                    player iPrintlnBold("HIT");
                    wait 1;
                    continue;
                }
            }
        } else {
            if(self.state == "close"){
                self MoveTo(open, level.doorwait);
            }
            self.state = "broken";
        }
    wait .5;
    }
}  

DoorUse(range)
{
	self endon("disconnect");
	while(1)
	{
		foreach(player in level.players)
		{
			if(Distance(self.origin, player.origin) <= self.range){
				if(player.team == "allies"){
					if(self.state == "open"){
						player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
					}
					if(self.state == "close"){
						player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
					}
					if(self.state == "broken"){
						player.hint = "^1Door is Broken";
                                                self sayall("^2[MPGH]One Door is Broken!");
					}
				}
				if(player.team == "axis"){
					if(self.state == "close"){
						player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
					}
					if(self.state == "broken"){
						player.hint = "^1Door is Broken";
                                                self sayall("^2[MPGH]One Door is Broken!");
					}
				}
				if(player.buttonPressed[ "+activate" ] == 1){
					player.buttonPressed[ "+activate" ] = 0;
					self notify( "triggeruse" , player);
				}
			}
		}
		wait .045;
	}
}

ResetDoors(open, hp)
{
	while(1)
	{
		level waittill("RESETDOORS");
		self.hp = hp;
		self MoveTo(open, level.doorwait);
		self.state = "open";
	}
}

ResetCluster(pos, radius)
{
	wait 5;
	self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
	level waittill("RESETCLUSTER");
	self thread CreateCluster(1, pos, radius);
	self delete();
}

roundUp( floatVal )
{
	if ( int( floatVal ) != floatVal )
		return int( floatVal+1 );
	else
		return int( floatVal );
}

SpawnWeapon(weapName, coords, angles)
{
point = spawn("script_origin", coords);
weap = SpawnWeap(weapName, point.origin);

if(isDefined(angles))
weap.angles = angles;

weap linkto( point );

return point;
}

//Predator(){
//maps\mp\killstreaks\_remotemissile::tryUsePredatorMissile(self.pers["killstreaks"][0].lifeId);
//}

//Semtex(){
//maps\mp\perks\_perks::givePerk( "semtex_mp" );
//self setWeaponAmmoClip("semtex_mp", 1);
//}

//C4(){
//maps\mp\perks\_perks::givePerk( "c4_mp" );
//self setWeaponAmmoClip("c4_mp", 1);
//}

//Claymore(){
//maps\mp\perks\_perks::givePerk( "claymore_mp" );
//self setWeaponAmmoClip("claymore_mp", 1);
//}

//Frag(){
//maps\mp\perks\_perks::givePerk( "frag_grenade_mp" );
//self setWeaponAmmoClip("frag_grenade_mp", 1);
//}

//Flash(){
//maps\mp\perks\_perks::givePerk( "flash_grenade_mp" );
//self setWeaponAmmoClip("flash_grenade_mp", 2);
//}

//Smoke(){
//maps\mp\perks\_perks::givePerk( "smoke_grenade_mp" );
//self setWeaponAmmoClip("smoke_grenade_mp", 1);
//}

//Stun(){
//maps\mp\perks\_perks::givePerk( "concussion_grenade_mp" );
//self setWeaponAmmoClip("concussion_grenade_mp", 2);
//}

//Knife(){
//maps\mp\perks\_perks::givePerk( "throwingknife_mp" );
//self setWeaponAmmoClip("throwingknife_mp", 1);
//}

terminal()
{
      mgTurret1 = spawnTurret( "misc_turret", (3705, 3862, 230), "pavelow_minigun_mp" ); 
      mgTurret1 setModel( "weapon_minigun" );
      mgTurret1.angles = (0, 180, 0);
      mgTurret2 = spawnTurret( "misc_turret", (3705, 4260, 230), "pavelow_minigun_mp" ); 
      mgTurret2 setModel( "weapon_minigun" );
      mgTurret2.angles = (0, 180, 0);
      mgTurret3 = spawnTurret( "misc_turret", (3705, 4420, 230), "pavelow_minigun_mp" ); 
      mgTurret3 setModel( "weapon_minigun" );
      mgTurret3.angles = (0, 180, 0);
      CreateRamps((1880, 3160, 127), (1665, 3004, 173));
      CreateElevator((1456, 3044, 184), (3407, 3560, 193), (0, 0, 0));
      CreateElevator((3486, 3275, 193), (770, 2940, 193), (0, 45, 0));
      CreateBlocks((3941, 3584, 205), (0, 0, 0));
      CreateAmmoBlock((3781, 3340, 192), (0, -45, 0));
      CreateBlocks((4060, 3584, 205), (0, 0, 0));
      CreateBlocks((4179, 3584, 205), (0, 0, 0));
      CreateBlocks((4298, 3584, 205), (0, 0, 0));
      CreateBlocks((4417, 3584, 205), (0, 0, 0));
      CreateBlocks((4407, 3480, 205), (0, 90, 0));
      CreateBlocks((4407, 3381, 205), (0, 90, 0));
      CreateBlocks((4407, 3282, 205), (0, 90, 0));
      CreateBlocks((4407, 3183, 205), (0, 90, 0));
      CreateBlocks((4407, 3084, 205), (0, 90, 0));
      CreateBlocks((4063, 3275, 205), (0, 0, 0));
      CreateBlocks((4107, 3231, 205), (0, 90, 0));
      CreateBlocks((4063, 3188, 205), (0, 0, 0));
      CreateBlocks((4020, 3232, 205), (0, 90, 0));
      CreateBlocks((4344, 2355, 205), (0, 0, 0));
      CreateBlocks((4344, 2355, 233), (0, 0, 0));
      CreateBlocks((4344, 2355, 260), (0, 0, 0));
      CreateBlocks((4344, 2355, 287), (0, 0, 0));
      CreateBlocks((4404, 2328, 205), (0, -45, 0));
      CreateBlocks((4404, 2328, 235), (0, -45, 0));
      CreateBlocks((4404, 2328, 260), (0, -45, 0));
      CreateBlocks((4404, 2328, 287), (0, -45, 0));
      CreateBlocks((4408, 2911, 205), (0, 90, 0));        
      CreateBlocks((4245, 2852, 205), (0, 90, 0));
      CreateBlocks((4408, 2783, 205), (0, 90, 0));
      CreateBlocks((4245, 2721, 205), (0, 90, 0));        
      CreateBlocks((4408, 2655, 205), (0, 90, 0));
      CreateBlocks((4245, 2590, 205), (0, 90, 0));
      CreateBlocks((4408, 2527, 205), (0, 90, 0)); 
      CreateBlocks((4245, 2459, 205), (0, 90, 0));
      CreateBlocks((4408, 2399, 205), (0, 90, 0));
      CreateBlocks((4408, 2265, 205), (0, 90, 0));
      CreateBlocks((4408, 2200, 205), (0, 90, 0));
      CreateBlocks((4408, 2135, 205), (0, 90, 0));
      CreateBlocks((4408, 2070, 205), (0, 90, 0));      
      CreateBlocks((4214, 2003, 205), (0, 0, 0));
      CreateBlocks((4137, 2003, 205), (0, 0, 0));
      CreateBlocks((3978, 2003, 205), (0, 0, 0));
      CreateBlocks((3853, 2003, 205), (0, 0, 0));
      CreateBlocks((4008, 2409, 205), (0, 0, 0));
      CreateBlocks((4008, 2409, 233), (0, 0, 0));
      CreateBlocks((4008, 2409, 260), (0, 0, 0));
      CreateBlocks((4008, 2409, 287), (0, 0, 0));
      CreateBlocks((4200, 2409, 205), (0, 0, 0));
      CreateBlocks((4200, 2409, 233), (0, 0, 0));
      CreateBlocks((4200, 2409, 260), (0, 0, 0));
      CreateBlocks((4200, 2409, 287), (0, 0, 0));
      CreateBlocks((4046, 2480, 205), (0, 90, 0));
      CreateBlocks((4184, 2535, 205), (0, 90, 0));
      CreateBlocks((4046, 2570, 205), (0, 90, 0));
      CreateBlocks((4184, 2655, 205), (0, 90, 0));
      CreateBlocks((4046, 2856, 205), (0, 90, 0));
      CreateBlocks((4184, 2780, 205), (0, 90, 0));
      CreateBlocks((4046, 2750, 205), (0, 90, 0));
      CreateBlocks((4184, 2895, 205), (0, 90, 0));
      CreateWalls((4438, 3580, 195), (4438, 3230, 350));
      CreateWalls((3965, 3018, 195), (3770, 3212, 315));
      CreateWalls((4174, 2983, 195), (4049, 2982, 315));
      CreateWalls((4215, 2960, 195), (4215, 2429, 315));
      CreateWalls((4008, 2409, 195), (3877, 2355, 315));
      CreateWalls((3877, 2355, 195), (3743, 2355, 315));
      CreateWalls((4016, 2960, 195), (4016, 2446, 315));
      CreateGrids((4215, 2960, 315), (4404, 2328, 315), (-10, 0, 0));
      CreateGrids((4016, 2960, 315), (4200, 2409, 315), (0, 0, 0));
      CreateBlocks((3821, 3300, 205), (0, 45, 0));
      self thread SpawnWeapon ("ranger_mp", (3814,2130,230), (0, 0, 0));
}
maby it's ...
weap = SpawnWeap(weapName, point.origin);

maby it need's to be spawnweapon ...

don't really know either
Ehhh... i think you just found it for me
I deleted so *BEEP BEEEEEEEP BEEEEP*ing much and the answer might be so simple -.-


- Solved (:

Guess what.
So I got it working, BUT

G*something* no free entities
Quote Originally Posted by Arasonic View Post
Guess what.
So I got it working, BUT

G*something* no free entities
Means you have too many spawned objects.
Quote Originally Posted by CainFool View Post
Means you have too many spawned objects.
I know, hence the

Though, it only happens with the different spawnweapon code.
Weird 0o
/Merged
/Solved
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