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undeclared identifier
#179125
01/21/08 17:49
01/21/08 17:49
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Joined: Jul 2005
Posts: 262 Earth, The Netherlands
NL_3DGS_n00b
OP
Member
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OP
Member
Joined: Jul 2005
Posts: 262
Earth, The Netherlands
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Somewhere in my script, I have this code: Code:
function func_get_uzi(){ if(debug_has_gun == 1){ent_remove(current_weapon);debug_has_gun = 0;debug_tmp = 1;} muzzledistance = 50; current_weapon = me; debug_has_gun = 1; bullets = 20; automatic = 1; pointer1_pan.flags = VISIBLE | OVERLAY; hand_txt.flags = 0; hand_pan.flags = 0; me.scale_x = 0.5; me.scale_y = 0.5; me.scale_z = 0.5; current_weapon.tilt = camera.tilt + 10; while(1){ current_weapon.x = camera.x + 100; current_weapon.y = camera.y - 40; current_weapon.z = camera.z - 30; vec_diff(temp1,current_weapon.x,camera.x); vec_set(current_weapon.x,temp1.x); vec_rotate(current_weapon.x,camera.pan); vec_add(current_weapon.x,camera.x); current_weapon.pan = camera.pan + 10; uzi_icon.flags = VISIBLE | OVERLAY; wait(1); } } action gun_uzi(){ c_setminmax(my); weap_uzi = my; my.emask |= ENABLE_IMPACT; my.event = func_get_uzi; while(1){ if(vec_dist(weap_uzi.x,player.x)<120){ debug_gun_range = 1; hand_pan.flags = VISIBLE; hand_txt.pos_x = screen_size.x / 2; hand_txt.flags = VISIBLE | CENTER_X; }else{ debug_gun_range = 0; hand_pan.flags = 0; hand_txt.flags = 0; } my.pan = my.pan + 0.5; wait(1); } }
But it gives me a undeclared identifier error at this line: my.event = func_get_uzi; 'func_get_uzi' undeclared identifier What can be the problem?
The best games are the games you create yourself.
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Re: undeclared identifier
[Re: NL_3DGS_n00b]
#179126
01/21/08 18:34
01/21/08 18:34
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
Expert
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Expert
Joined: Oct 2004
Posts: 4,134
Netherlands
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You probably forgot a semicolon (;) or some bracket ({) somewhere above that function.
Last edited by Joozey; 01/21/08 18:35.
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Re: undeclared identifier
[Re: Joozey]
#179127
01/21/08 18:43
01/21/08 18:43
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Joined: Jul 2005
Posts: 262 Earth, The Netherlands
NL_3DGS_n00b
OP
Member
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OP
Member
Joined: Jul 2005
Posts: 262
Earth, The Netherlands
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This is the WHOLE guns.c script: Code:
ENTITY* weap_uzi; ENTITY* weap_m4a1; ENTITY* hand_weap_uzi; ENTITY* hand_weap_m4a1; ENTITY* current_weapon;
ENTITY* muzzle_uzi;
SOUND* shot = "shot1.wav";
var muzzledistance; var shot_handle;
// Weapon thumnails on screen when weapon is in hand BMAP* uzi_tga = "uzi_icon.tga"; PANEL* uzi_icon ={pos_x = 885;pos_y = 598;layer = 10;bmap = uzi_tga;alpha = 25;}
// Muzzle images BMAP* muzzle_uzi_tga = "muzzle.tga"; PANEL* muzzle_uzi_pan ={layer = 30;bmap = muzzle_uzi_tga;alpha = 100;}
// Crosshairs BMAP* pointer1_tga = "pointer.tga"; PANEL* pointer1_pan ={pos_x = 487;pos_y = 359;layer = 2;bmap = pointer1_tga;alpha = 100;}
// General BMAP* hand_tga = "hand.tga"; // Hand icon if close to weapon PANEL* hand_pan ={pos_x = 462;pos_y = 334;layer = 3;bmap = hand_tga;alpha = 100;flags = OVERLAY;} TEXT* hand_txt={alpha = 100;pos_x = 10;pos_y = 450;font = arial_font;string("Pickup Weapon (E)");}
function remove_guns(){ ent_remove(hand_weap_uzi); ent_remove(hand_weap_m4a1); }
function muzzle(){ if(automatic == 1){ while(mouse_left){ if(bullets > 0){ shot_handle = snd_play(shot, 100, 0); current_weapon.tilt = camera.tilt + 13; bullets = bullets - 1; debug_muzzle_show = 1; muzzle_uzi = ent_create("muzzle2.tga",vector(300,300,300),NULL); muzzle_uzi.alpha = 40; muzzle_uzi.flags = VISIBLE | OVERLAY | BRIGHT | TRANSLUCENT | PASSABLE; muzzle_uzi.x = current_weapon.x + muzzledistance; muzzle_uzi.y = current_weapon.y + 0; muzzle_uzi.z = current_weapon.z; var tmpx = random(0.1)+0.1; var tmppan = random(359); muzzle_uzi.scale_x = tmpx; muzzle_uzi.scale_y = tmpx; muzzle_uzi.roll = tmppan; vec_diff(temp1,muzzle_uzi.x,current_weapon.x); vec_set(muzzle_uzi.x,temp1.x); vec_rotate(muzzle_uzi.x,current_weapon.pan); vec_add(muzzle_uzi.x,current_weapon.x); muzzle_uzi.ambient = 100; wait(-0.1); muzzle_uzi.flags = 0; ent_remove(muzzle_uzi); debug_muzzle_show = 0; current_weapon.tilt = camera.tilt + 10; shot_handle = snd_stop(shot, 100, 0); } wait(1); } }else{ if(bullets > 0){ bullets = bullets - 1; debug_muzzle_show = 1; muzzle_uzi = ent_create("muzzle2.tga",vector(300,300,300),NULL); muzzle_uzi.alpha = 40; muzzle_uzi.flags = VISIBLE | OVERLAY | BRIGHT | TRANSLUCENT | PASSABLE; muzzle_uzi.x = weap_uzi.x + muzzledistance; muzzle_uzi.y = weap_uzi.y + 0; muzzle_uzi.z = weap_uzi.z; var tmpx = random(0.1)+0.1; var tmppan = random(359); muzzle_uzi.scale_x = tmpx; muzzle_uzi.scale_y = tmpx; muzzle_uzi.roll = tmppan; vec_diff(temp1,muzzle_uzi.x,weap_uzi.x); vec_set(muzzle_uzi.x,temp1.x); vec_rotate(muzzle_uzi.x,weap_uzi.pan); vec_add(muzzle_uzi.x,weap_uzi.x); muzzle_uzi.ambient = 100; wait(-0.1); muzzle_uzi.flags = 0; ent_remove(muzzle_uzi); debug_muzzle_show = 0; } } }
//Dynamic gun actions, attached to gun in your hand action uzi_action(){ muzzledistance = 50; current_weapon = me; debug_has_gun = 1; bullets = 20; automatic = 1; pointer1_pan.flags = VISIBLE | OVERLAY; hand_txt.flags = 0; hand_pan.flags = 0; me.scale_x = 0.5; me.scale_y = 0.5; me.scale_z = 0.5; current_weapon.tilt = camera.tilt + 10; while(1){ current_weapon.x = camera.x + 100; current_weapon.y = camera.y - 40; current_weapon.z = camera.z - 30; vec_diff(temp1,current_weapon.x,camera.x); vec_set(current_weapon.x,temp1.x); vec_rotate(current_weapon.x,camera.pan); vec_add(current_weapon.x,camera.x); current_weapon.pan = camera.pan + 10; uzi_icon.flags = VISIBLE | OVERLAY; wait(1); } } action m4a1_action(){ muzzledistance = 210; current_weapon = me; debug_has_gun = 1; bullets = 35; automatic = 1; pointer1_pan.flags = VISIBLE | OVERLAY; hand_txt.flags = 0; hand_pan.flags = 0; me.scale_x = 3; me.scale_y = 3; me.scale_z = 3; while(1){ current_weapon.x = camera.x + 100; current_weapon.y = camera.y - 40; current_weapon.z = camera.z - 30; vec_diff(temp1,current_weapon.x,camera.x); vec_set(current_weapon.x,temp1.x); vec_rotate(current_weapon.x,camera.pan); vec_add(current_weapon.x,camera.x); current_weapon.pan = camera.pan + 10; current_weapon.tilt = camera.tilt + 10; if(bullets > 0 && bullets < 11){ uzi_icon.flags = VISIBLE | OVERLAY; wait(1); } }
//function func_get_uzi; //function func_get_m4a1;
// Gun functions function func_get_uzi(){ if(debug_has_gun == 1){ent_remove(current_weapon);debug_has_gun = 0;debug_tmp = 1;} muzzledistance = 50; current_weapon = me; debug_has_gun = 1; bullets = 20; automatic = 1; pointer1_pan.flags = VISIBLE | OVERLAY; hand_txt.flags = 0; hand_pan.flags = 0; me.scale_x = 0.5; me.scale_y = 0.5; me.scale_z = 0.5; current_weapon.tilt = camera.tilt + 10; while(1){ current_weapon.x = camera.x + 100; current_weapon.y = camera.y - 40; current_weapon.z = camera.z - 30; vec_diff(temp1,current_weapon.x,camera.x); vec_set(current_weapon.x,temp1.x); vec_rotate(current_weapon.x,camera.pan); vec_add(current_weapon.x,camera.x); current_weapon.pan = camera.pan + 10; uzi_icon.flags = VISIBLE | OVERLAY; wait(1); } } function func_get_m4a1(){ if(debug_has_gun == 1){ent_remove(current_weapon);debug_has_gun = 0;debug_tmp = 1;} muzzledistance = 210; current_weapon = me; debug_has_gun = 1; bullets = 35; automatic = 1; pointer1_pan.flags = VISIBLE | OVERLAY; hand_txt.flags = 0; hand_pan.flags = 0; me.scale_x = 3; me.scale_y = 3; me.scale_z = 3; while(1){ current_weapon.x = camera.x + 100; current_weapon.y = camera.y - 40; current_weapon.z = camera.z - 30; vec_diff(temp1,current_weapon.x,camera.x); vec_set(current_weapon.x,temp1.x); vec_rotate(current_weapon.x,camera.pan); vec_add(current_weapon.x,camera.x); current_weapon.pan = camera.pan + 10; current_weapon.tilt = camera.tilt + 10; if(bullets > 0 && bullets < 11){ uzi_icon.flags = VISIBLE | OVERLAY; wait(1); } } // Static Guns action gun_uzi(){ c_setminmax(my); weap_uzi = my; my.emask |= ENABLE_IMPACT; my.event = func_get_uzi; while(1){ if(vec_dist(weap_uzi.x,player.x)<120){ debug_gun_range = 1; hand_pan.flags = VISIBLE; hand_txt.pos_x = screen_size.x / 2; hand_txt.flags = VISIBLE | CENTER_X; }else{ debug_gun_range = 0; hand_pan.flags = 0; hand_txt.flags = 0; } my.pan = my.pan + 0.5; wait(1); } } action gun_m4a1(){ c_setminmax(my); weap_m4a1 = my; my.emask |= ENABLE_IMPACT; my.event = func_get_m4a1; while(1){ if(vec_dist(weap_m4a1.x,player.x)<120){ debug_gun_range = 1; hand_pan.flags = VISIBLE; hand_txt.pos_x = screen_size.x / 2; hand_txt.flags = VISIBLE | CENTER_X; }else{ debug_gun_range = 0; hand_pan.flags = 0; hand_txt.flags = 0; } my.pan = my.pan + 0.5; wait(1); }
}
I can't find any missing semicolons or brackets...
The best games are the games you create yourself.
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Re: undeclared identifier
[Re: NL_3DGS_n00b]
#179128
01/21/08 21:11
01/21/08 21:11
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Joined: Aug 2005
Posts: 390 Florida
oldschoolj
Senior Member
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Senior Member
Joined: Aug 2005
Posts: 390
Florida
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func_get_uzi neeeds to be declared before use, so at the beginning of your code add: function func_get_uzi():
you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe.
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yours truly
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