can`t run main.wdl, But it is main.c!!!!!

Posted By: Blackchuck

can`t run main.wdl, But it is main.c!!!!! - 09/04/09 12:41

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??!!
Posted By: boyax

Re: can`t run main.wdl, But it is main.c!!!!! - 09/04/09 13:16

Maybe, there's also exist a main.wdl file in your work directory.. not sure..
Posted By: Joozey

Re: can`t run main.wdl, But it is main.c!!!!! - 09/04/09 14:38

In the properties of your level, did you add main.wdl as run script?
Posted By: Blackchuck

Re: can`t run main.wdl, But it is main.c!!!!! - 09/04/09 15:15

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;

--------------------------------------------------------------------------------

///////////////////////////////////////////////////////////////
#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);
}
}
Posted By: Nowherebrain

Re: can`t run main.wdl, But it is main.c!!!!! - 09/05/09 03:18

It's not a big issue but next time try to post code as a code object...not so messy.
you should make sure it is saved as a "c" file first, don't assume it is "c"....you must type main.c, then save or try "main.c" with the quotations. You should check the folder later a view the details, if you see a main.wdl delete it. Go into med under file > map properties, load the main.c as the file to control your game.
Posted By: Tobias

Re: can`t run main.wdl, But it is main.c!!!!! - 09/05/09 06:53

The problem can not be in the code because the script is not found at all. You attempt to start a "main.wdl" instead of "main.c". So you've given a wrong script name somewhere.

If you get that error in WED, its a wrong script name in the map properties. If in SED, the wrong script name is in the engine command line under Options.

You should also post the acklog.txt here, which contains the message about the reason of the problem.
Posted By: bart_the_13th

Re: can`t run main.wdl, But it is main.c!!!!! - 09/05/09 07:49

Or maybe you didnt specify the code to run/publish in the configuration menu.
Or you should check the Use current file for test run option...
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