Wenn I start my server.bat, it serches for clients but then there stands:

original text:
level.exe hat ein Problem festgestellt und muss beendet werden!

text on english:
level.exe has found a problem and musst be shutdown!

hir is my script, mabby there is the problem:

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Code:
#include <acknex.h> 
#include <default.c>

var earth_gravity[3] = 0,0, -887;

var client_ent = 0; 
var server_fired = 0; 
var client_fired = 0; 
var bullet_pan; 


string bullet_mdl = <bullet.mdl>; 
string muzzle_pcx = <muzzle.pcx>;
string redsoldier = <redsoldier.mdl>;
string bluesoldier = <bluesoldier.mdl>;
string gun1 = <gun1.mdl>;


function fire_bullets(); 
function move_bullets(); 
function remove_bullets(); 
function display_muzzle(); 
function gunfunction();


entity* player;
entity* weapon1; 


function damage_players()
{

	if (you.skill99 != 1234) {return;} 

	my.skill10 = 0; 
}

function move_players() 
{ 
		var movement_speed = 7;
	phent_settype(my,PH_BOX);
	ph_setgravity( earth_gravity ); 
	phent_setmass(my,30,PH_BOX);
	{
	player = my; 
	ent_create("gun1.mdl",my.x, gunfunction);
	my.enable_scan = on;
	my.event = damage_players;
	my.skill40 = 100; 
	while (my.skill40 > 0)
	{
		player.pan -= 7 * mouse_force.x * time;
		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;
		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;
		temp.y = movement_speed * (key_a - key_d) * 0.6 * time;
		c_move (my, temp.x, nullvector, ignore_passable | glide);
		if (key_w + key_s > 0) 
		{
			my.skill44 += 25 * time;
			ent_cycle("run", my.skill46);
			my.skill46 += 5 * time;
			my.skill46 %= 100; 
		}
		else 
		{
			ent_cycle("stand", my.skill48); 
			my.skill48 += 2 * time; 
			my.skill48 %= 100; 
		}
		wait (1);
	}
	
	my.skill40 = 0; 
	while (my.skill40 < 90)
	{ 
		ent_cycle("death", my.skill40);
		my.skill40 += 2 * time; 
		camera.x = player.x;
      camera.y = player.y;
      camera.z = player.z + 300; 
      camera.pan = player.pan;
      camera.tilt = -90;
      camera.roll = 0;
		ent_sendnow(my);
		wait (1); 
	} 
}		

function main() 
{
	fps_max = 60; 
	level_load ("level.wmb");
	if (connection == 2)  
	{
		my = ent_create ("bluesoldier.mdl", vector (100, 50, 40), move_players); 
		wait (-0.5); 
		client_ent = handle(my); 
		send_var (client_ent); 
		while (1) 
		{
			my.skill1 = 5 * (key_w - key_s) * time_step;
			my.skill2 = 4 * (key_a - key_d) * time_step;
			
			send_skill (my.skill1, SEND_VEC); 
			send_var (client_fired); 
			wait (1);
		}
	}
	if (connection == 3)  
	{
		my = ent_create ("bluesoldier.mdl", vector (-100, -50, 40), move_players); 
		wait (-0.5); 
		client_ent = handle(my); 
		send_var (client_ent); 
		while (1) 
		{
			my.skill1 = 5 * (key_w - key_s) * time_step;
			my.skill2 = 4 * (key_a - key_d) * time_step;
			
			send_skill (my.skill1, SEND_VEC); 
			send_var (client_fired); 
			wait (1);
		}
	}
	if (connection == 4)  
	{
		my = ent_create ("bluesoldier.mdl", vector (50, 100, 40), move_players); 
		wait (-0.5); 
		client_ent = handle(my); 
		send_var (client_ent); 
		while (1) 
		{
			my.skill1 = 5 * (key_w - key_s) * time_step;
			my.skill2 = 4 * (key_a - key_d) * time_step;
			
			send_skill (my.skill1, SEND_VEC); 
			send_var (client_fired);
			wait (1);
		}
	}
	if (connection == 5)  
	{
		my = ent_create ("bluesoldier.mdl", vector (-50, -100, 40), move_players); 
		wait (-0.5); 
		client_ent = handle(my); 
		send_var (client_ent); 
		while (1) 
		{
			
			my.skill1 = 5 * (key_w - key_s) * time_step;
			my.skill2 = 4 * (key_a - key_d) * time_step;
			
			send_skill (my.skill1, SEND_VEC); 
			send_var (client_fired); 
			wait (1);
		}
   }
   	if (connection == 6)  
	{
		my = ent_create ("bluesoldier.mdl", vector (25, 50, 40), move_players); 
		wait (-0.5); 
		client_ent = handle(my); 
		send_var (client_ent); 
		while (1) 
		{
			my.skill1 = 5 * (key_w - key_s) * time_step;
			my.skill2 = 4 * (key_a - key_d) * time_step;
			
			send_skill (my.skill1, SEND_VEC); 
			send_var (client_fired);
			wait (1);
		}
	}
	if (connection == 7)  
	{
		my = ent_create ("bluesoldier.mdl", vector (-25, -50, 40), move_players); 
		wait (-0.5); 
		client_ent = handle(my); 
		send_var (client_ent); 
		while (1) 
		{
			
			my.skill1 = 5 * (key_w - key_s) * time_step;
			my.skill2 = 4 * (key_a - key_d) * time_step;
			
			send_skill (my.skill1, SEND_VEC); 
			send_var (client_fired); 
			wait (1);
		}
   }	
   	if (connection == 8)  
	{
		my = ent_create ("bluesoldier.mdl", vector (50, 25, 40), move_players); 
		wait (-0.5); 
		client_ent = handle(my); 
		send_var (client_ent); 
		while (1) 
		{
			my.skill1 = 5 * (key_w - key_s) * time_step;
			my.skill2 = 4 * (key_a - key_d) * time_step;
			
			send_skill (my.skill1, SEND_VEC); 
			send_var (client_fired);
			wait (1);
		}
	}
	if (connection == 9)  
	{
		my = ent_create ("bluesoldier.mdl", vector (-50, -25, 40), move_players); 
		wait (-0.5); 
		client_ent = handle(my); 
		send_var (client_ent); 
		while (1) 
		{
			
			my.skill1 = 5 * (key_w - key_s) * time_step;
			my.skill2 = 4 * (key_a - key_d) * time_step;
			
			send_skill (my.skill1, SEND_VEC); 
			send_var (client_fired); 
			wait (1);
		}
   }	
   if (connection == 10)  
	{
		my = ent_create ("bluesoldier.mdl", vector (-50, -50, 40), move_players); 
		wait (-0.5); 
		client_ent = handle(my); 
		send_var (client_ent); 
		while (1) 
		{
			
			my.skill1 = 5 * (key_w - key_s) * time_step;
			my.skill2 = 4 * (key_a - key_d) * time_step;
			
			send_skill (my.skill1, SEND_VEC); 
			send_var (client_fired); 
			wait (1);
		}
   }	
   if (connection == 11)  
	{
		my = ent_create ("bluesoldier.mdl", vector (50, 50, 40), move_players); 
		wait (-0.5); 
		client_ent = handle(my); 
		send_var (client_ent); 
		while (1) 
		{
			
			my.skill1 = 5 * (key_w - key_s) * time_step;
			my.skill2 = 4 * (key_a - key_d) * time_step;
			
			send_skill (my.skill1, SEND_VEC); 
			send_var (client_fired); 
			wait (1);
		}
   }
      }
      
   action gun
   {
   	my.enable_impact = on; 
      my.enable_sonar = on;
      my.event = gunfunction;
}
    
   function gunfunction()
{
	weapon1 = my; 
	var player1_pos; 
	var player2_pos; 
	var weapon_height;
	var weapon_offset;
	while (player == null) {wait (1);} 
	while (1)
	{ 
	vec_for_vertex (my.skill1, you, 28);
   
   vec_for_vertex (my.skill4, you, 9); 
   
		if (vec_dist (player1_pos.x, player2_pos.x) != 0) 
		{
			weapon_height += 30 * time; 
			weapon_offset.z += 0.3 * sin(weapon_height); 
		}
		vec_rotate (weapon_offset.x, vector (camera.pan, camera.tilt, 0)); 
		vec_add (weapon_offset.x, camera.x); 
		vec_set (my.x, weapon_offset.x); 
		my.pan = camera.pan; 
		my.tilt = camera.tilt;
		vec_set (player2_pos.x, player.x); 
		wait (1);
	}
}

on_mouse_left = fire_bullets; 

function fire_bullets()
{
	while (mouse_left == on) 
	{
		vec_for_vertex (temp.x, weapon1, 29); 
	   
		ent_create (bullet_mdl, temp.x, move_bullets);
		ent_create (muzzle_pcx, temp.x, display_muzzle);  
		sleep (1); 
	}
	
   if (connection == 2) 
	{
		client_fired = 1; 
		wait (1);
		client_fired = 0;
	}
	if (connection == 3) 
	{
		client_fired = 1; 
		wait (1);
		client_fired = 0;
	}
	if (connection == 4) 
	{
		client_fired = 1; 
		wait (1);
		client_fired = 0;
	}
	if (connection == 5) 
	{
		client_fired = 1; 
		wait (1);
		client_fired = 0;
	}
	if (connection == 6) 
	{
		client_fired = 1; 
		wait (1);
		client_fired = 0;
	}
	if (connection == 7) 
	{
		client_fired = 1; 
		wait (1);
		client_fired = 0;
	}
	if (connection == 8) 
	{
		client_fired = 1; 
		wait (1);
		client_fired = 0;
	}
	if (connection == 9) 
	{
		client_fired = 1; 
		wait (1);
		client_fired = 0;
	}
	if (connection == 10) 
	{
		client_fired = 1; 
		wait (1);
		client_fired = 0;
	}
	if (connection == 11) 
	{
		server_fired = 1; 
		wait (1);
		server_fired = 0;
	}
}

function move_bullets()
{
	var bullet_speed; 
	my.enable_impact = on; 
	my.enable_entity = on; 
	my.enable_block = on; 
	my.event = remove_bullets; 
	my.pan = camera.pan; 
	my.tilt = camera.tilt; 
	bullet_speed.x = 200 * time; 
	bullet_speed.y = 0; 
	bullet_speed.z = 0; 
	while (my != null) 
	{
		
		c_move (my, bullet_speed, nullvector, ignore_passable);
		wait (1);
	}
}

function remove_bullets() 
{
	wait (1);
	
	phent_settype(my,PH_RIGID,PH_BOX);
	ph_setgravity( earth_gravity ); 
	phent_setmass(my,2,PH_BOX);
	phent_setfriction(my,46);
	phent_setelasticity(my,45,35);
	phent_setdamping(my,25,25);
	sleep (15); 
	ent_remove (my); 
}

function display_muzzle()
{
	my.passable = on; 
	my.flare = on; 
	my.bright = on; 
	my.ambient = 100; 
	my.oriented = on; 
	my.pan = weapon1.pan; 
	my.tilt = weapon1.tilt; 
	my.roll = random(360); 
	my.scale_x = 0.5; 
	my.scale_y = my.scale_x; 
	my.scale_z = my.scale_z; 
	weapon1.ambient = 100; 
	wait (2); 
	weapon1.ambient = 0; 
	ent_remove (my); 
}

action sandbag
{
	
	phent_settype(my,PH_RIGID,PH_BOX);
	ph_setgravity( earth_gravity ); 
	phent_setmass(my,40,PH_BOX);
	phent_setfriction(my,5);
	phent_setelasticity(my,13,7);
	phent_setdamping(my,47,44);
}


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Hop somebody could help.
thanks..._______________________

Last edited by rvL_eXile; 08/14/09 04:33.