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Re: Fehler beim Starten Win8 64bit
[Re: CocaCola]
#446276
10/09/14 16:24
10/09/14 16:24
|
Joined: Mar 2014
Posts: 359
CocaCola
OP
Senior Member
|
OP
Senior Member
Joined: Mar 2014
Posts: 359
|
datei Nr3 enemy.c
var alarm;
var angriff;
var mission;
var kampf_distance;
var playerhealth=100;
#define befinden skill11
#define geld skill10
#define health skill9
#define passantmode skill8
#define xy skill7
ENTITY* enemy1;
ENTITY* fabrik_ent;
ENTITY* laden_ent;
ENTITY* bullets;
STRING* ss01_str = "Welcome to Planet Hope!
Dedanus System";
FONT* quest_font = "CourierNew#25";
PANEL* won_pan = //mein erstes panel
{
pos_x = 50;
pos_y = 110;
layer = 10;
button (0, 0, "won.jpg", "won.jpg", "won.jpg", gameover, null, null);
//flags = OVERLAY | SHOW;
}
TEXT* planet_txt =
{font = quest_font;
pos_x = 400;
pos_y = 50;
layer = 3;
red=255;
blue=0;
green=174;
}
function won()
{
reset(won_pan,SHOW);
level_load("ninjacat.wmb");
}
function got_shot(){
my.ambient = 0;
my.lightrange = 0;
if (event_type == EVENT_CLICK) {
angriff=1;
set(gotonow,INVISIBLE);
vec_set(to2,my.x);
}
if (event_type == EVENT_TOUCH)
{
my.ambient = 100; // dann lass' ihn heller aussehen
my.lightrange = 30;
}
if (event_type == EVENT_IMPACT){
if (you == bullets){
my.health-=25;
}}
if (event_type == EVENT_SCAN){
if (killart==1){
wait(-0.5);
my.health-=25;
}
if (killart==2){
wait(-0.5);
my.health-=100;
}
//ent_remove(my);
}
}
function scan_view(){
//proc_kill(4); // follow the entity smoothly
set(my, PASSABLE | TRANSLUCENT);
my.alpha = 30;
my.ambient = 100;
my.z = you.z -5; // move the triangle at the floor level
my.scale_x=my.scale_x+6.2;
while (you)
{
my.x = you.x;
my.y = you.y;
my.z = you.z ; // move the triangle at the floor level
my.pan = you.pan;
my.tilt = you.tilt;
my.scale_y=my.scale_x;
wait (1);
}
ent_remove(my);
}
action enemy(){
enemy1=my;
set(my,INVISIBLE);
set(my,PASSABLE);
while(mission!=1)
{wait(1);
}
reset(my,INVISIBLE);
reset(my,PASSABLE);
my.health=100;
my.emask = ENABLE_IMPACT | ENABLE_ENTITY | ENABLE_RELEASE | ENABLE_SCAN; // the target is sensitive to impact with player's bullets
my.emask |= ENABLE_TOUCH;
my.emask |= ENABLE_CLICK;
my.event = got_shot;
ent_create("dreieck.mdl", nullvector, scan_view);
while(my.health!=0){
c_scan(my.x, my.pan, vector(90, 90, 400), IGNORE_ME| SCAN_LIMIT);
wait(1);
}
my.skill1=0;
while(my.skill1<90){
my.skill1 += 10*time_step;
ent_animate(me,"tod",my.skill1,ANM_CYCLE);
wait(1);
}
ent_animate(me,"tod",100,ANM_SKIP);
gold+=10;
mission+=1;
wait(-1);
ent_remove(my);
}
action gegner2(){
set(my,INVISIBLE);
set(my,PASSABLE);
while(mission!=3)
{wait(1);
}
reset(my,INVISIBLE);
reset(my,PASSABLE);
VECTOR toe2;
my.health=100;
my.emask = ENABLE_IMPACT | ENABLE_ENTITY | ENABLE_RELEASE | ENABLE_SCAN; // the target is sensitive to impact with player's bullets
my.emask |= ENABLE_TOUCH;
my.emask |= ENABLE_CLICK;
my.event = got_shot;
ent_create("dreieck.mdl", nullvector, scan_view);
while(my.health>1){
c_scan(my.x, my.pan, vector(90, 60, 400), IGNORE_ME| SCAN_LIMIT);
if (alarm==1){
my.skill1 += 5*time_step;
if (my.skill1 > 100) my.skill1 -= 100;
ent_animate(me,"move",my.skill1,ANM_CYCLE);
//my.speed_x += (6-my.speed_x)/(2+(key_w^key_s)*5)*time_step;
//c_move(my,vector(my.speed_x*time_step,0,0),nullvector,IGNORE_PASSABLE | GLIDE);
c_scan(my.x, my.pan, vector(90, 60, 400), IGNORE_ME| SCAN_LIMIT);
vec_set(toe2,player.x);
vec_sub(toe2, my.x);
vec_to_angle(my.pan,toe2.x);
my.tilt=0;
c_move(my,vector(2*time_step,0,0),nullvector,IGNORE_PASSABLE | GLIDE);
kampf_distance = vec_dist(my.x,to2.x);
if(kampf_distance<50){
my.skill1=0;
// snd_play (schwert_snd,100,0);
while(my.skill1<90){
my.skill1 += 10*time_step;
ent_animate(me,"schwert",my.skill1,ANM_CYCLE);
wait(1);
}
playerhealth-=10;
}
}
wait(1);
}
my.skill1=0;
while(my.skill1<90){
my.skill1 += 10*time_step;
ent_animate(me,"tod",my.skill1,ANM_CYCLE);
wait(1);
}
ent_animate(me,"tod",100,ANM_SKIP);
gold+=5;
mission+=1;
wait(-1);
ent_remove(my);
}
action gegner3(){
set(my,INVISIBLE);
set(my,PASSABLE);
while(mission!=8)
{wait(1);
}
reset(my,INVISIBLE);
reset(my,PASSABLE);
VECTOR toe2;
my.health=100;
my.emask = ENABLE_IMPACT | ENABLE_ENTITY | ENABLE_RELEASE | ENABLE_SCAN; // the target is sensitive to impact with player's bullets
my.emask |= ENABLE_TOUCH;
my.emask |= ENABLE_CLICK;
my.event = got_shot;
ent_create("dreieck.mdl", nullvector, scan_view);
while(my.health>1){
c_scan(my.x, my.pan, vector(90, 60, 400), IGNORE_ME| SCAN_LIMIT);
if (alarm==1){
my.skill1 += 5*time_step;
if (my.skill1 > 100) my.skill1 -= 100;
ent_animate(me,"move",my.skill1,ANM_CYCLE);
//my.speed_x += (6-my.speed_x)/(2+(key_w^key_s)*5)*time_step;
//c_move(my,vector(my.speed_x*time_step,0,0),nullvector,IGNORE_PASSABLE | GLIDE);
c_scan(my.x, my.pan, vector(90, 60, 400), IGNORE_ME| SCAN_LIMIT);
vec_set(toe2,player.x);
vec_sub(toe2, my.x);
vec_to_angle(my.pan,toe2.x);
my.tilt=0;
c_move(my,vector(2*time_step,0,0),nullvector,IGNORE_PASSABLE | GLIDE);
kampf_distance = vec_dist(my.x,to2.x);
if(kampf_distance<50){
my.skill1=0;
// snd_play (schwert_snd,100,0);
while(my.skill1<90){
my.skill1 += 10*time_step;
ent_animate(me,"schwert",my.skill1,ANM_CYCLE);
wait(1);
}
playerhealth-=10;
}
}
wait(1);
}
my.skill1=0;
while(my.skill1<90){
my.skill1 += 10*time_step;
ent_animate(me,"tod",my.skill1,ANM_CYCLE);
wait(1);
}
ent_animate(me,"tod",100,ANM_SKIP);
gold+=5;
mission+=1;
wait(-1);
ent_remove(my);
}
action gegner4(){
set(my,INVISIBLE);
set(my,PASSABLE);
while(mission!=15)
{wait(1);
}
reset(my,INVISIBLE);
reset(my,PASSABLE);
VECTOR toe2;
my.health=100;
my.emask = ENABLE_IMPACT | ENABLE_ENTITY | ENABLE_RELEASE | ENABLE_SCAN; // the target is sensitive to impact with player's bullets
my.emask |= ENABLE_TOUCH;
my.emask |= ENABLE_CLICK;
my.event = got_shot;
ent_create("dreieck.mdl", nullvector, scan_view);
while(my.health>1){
c_scan(my.x, my.pan, vector(90, 60, 400), IGNORE_ME| SCAN_LIMIT);
if (alarm==1){
my.skill1 += 5*time_step;
if (my.skill1 > 100) my.skill1 -= 100;
ent_animate(me,"move",my.skill1,ANM_CYCLE);
//my.speed_x += (6-my.speed_x)/(2+(key_w^key_s)*5)*time_step;
//c_move(my,vector(my.speed_x*time_step,0,0),nullvector,IGNORE_PASSABLE | GLIDE);
c_scan(my.x, my.pan, vector(90, 60, 400), IGNORE_ME| SCAN_LIMIT);
vec_set(toe2,player.x);
vec_sub(toe2, my.x);
vec_to_angle(my.pan,toe2.x);
my.tilt=0;
c_move(my,vector(2*time_step,0,0),nullvector,IGNORE_PASSABLE | GLIDE);
kampf_distance = vec_dist(my.x,to2.x);
if(kampf_distance<50){
my.skill1=0;
// snd_play (schwert_snd,100,0);
while(my.skill1<90){
my.skill1 += 10*time_step;
ent_animate(me,"schwert",my.skill1,ANM_CYCLE);
wait(1);
}
playerhealth-=10;
}
}
wait(1);
}
my.skill1=0;
while(my.skill1<90){
my.skill1 += 10*time_step;
ent_animate(me,"tod",my.skill1,ANM_CYCLE);
wait(1);
}
ent_animate(me,"tod",100,ANM_SKIP);
gold+=5;
mission+=1;
wait(-1);
ent_remove(my);
}
action gegner5(){
set(my,INVISIBLE);
set(my,PASSABLE);
while(mission!=26)
{wait(1);
}
reset(my,INVISIBLE);
reset(my,PASSABLE);
VECTOR toe2;
my.health=100;
my.emask = ENABLE_IMPACT | ENABLE_ENTITY | ENABLE_RELEASE | ENABLE_SCAN; // the target is sensitive to impact with player's bullets
my.emask |= ENABLE_TOUCH;
my.emask |= ENABLE_CLICK;
my.event = got_shot;
ent_create("dreieck.mdl", nullvector, scan_view);
while(my.health>1){
c_scan(my.x, my.pan, vector(90, 60, 400), IGNORE_ME| SCAN_LIMIT);
if (alarm==1){
my.skill1 += 5*time_step;
if (my.skill1 > 100) my.skill1 -= 100;
ent_animate(me,"move",my.skill1,ANM_CYCLE);
//my.speed_x += (6-my.speed_x)/(2+(key_w^key_s)*5)*time_step;
//c_move(my,vector(my.speed_x*time_step,0,0),nullvector,IGNORE_PASSABLE | GLIDE);
c_scan(my.x, my.pan, vector(90, 60, 400), IGNORE_ME| SCAN_LIMIT);
vec_set(toe2,player.x);
vec_sub(toe2, my.x);
vec_to_angle(my.pan,toe2.x);
my.tilt=0;
c_move(my,vector(2*time_step,0,0),nullvector,IGNORE_PASSABLE | GLIDE);
kampf_distance = vec_dist(my.x,to2.x);
if(kampf_distance<50){
my.skill1=0;
// snd_play (schwert_snd,100,0);
while(my.skill1<90){
my.skill1 += 10*time_step;
ent_animate(me,"schwert",my.skill1,ANM_CYCLE);
wait(1);
}
playerhealth-=10;
}
}
wait(1);
}
my.skill1=0;
while(my.skill1<90){
my.skill1 += 10*time_step;
ent_animate(me,"tod",my.skill1,ANM_CYCLE);
wait(1);
}
ent_animate(me,"tod",100,ANM_SKIP);
gold+=5;
mission+=1;
wait(-1);
ent_remove(my);
}
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Re: Fehler beim Starten Win8 64bit
[Re: CocaCola]
#446277
10/09/14 16:24
10/09/14 16:24
|
Joined: Mar 2014
Posts: 359
CocaCola
OP
Senior Member
|
OP
Senior Member
Joined: Mar 2014
Posts: 359
|
wohl die kürzeste Datei menue.c
/*PANEL* test_pan =
{
pos_x = 0;
pos_y = 0;
layer = 1;
bmap = bg01_pcx;
flags = OVERLAY | SHOW;
}*/
var sprache;
PANEL* stern_pan = //mein erstes panel
{
pos_x = 90;
pos_y = 0;
layer = 10;
button (0, 0, "stern.tga", "stern.tga", "stern.tga", null, null, null);
flags = OVERLAY | SHOW;
}
PANEL* gold_pan = //mein erstes panel
{
pos_x = 180;
pos_y = 0;
layer = 10;
button (0, 0, "gold.tga", "gold.tga", "gold.tga", null, null, null);
flags = OVERLAY | SHOW;
}
PANEL* health_pan = //mein erstes panel
{
pos_x = 0;
pos_y = 0;
layer = 10;
button (0, 0, "herz.tga", "herz.tga", "herz.tga", null, null, null);
flags = OVERLAY | SHOW;
}
/*PANEL* english_pan = //mein erstes panel
{
pos_x = 50;
pos_y = 110;
layer = 10;
button (0, 0, "english.jpg", "english.jpg", "english.jpg", startenglish, null, null);
flags = OVERLAY | SHOW;
}
PANEL* deutsch_pan = //mein erstes panel
{
pos_x = 220;
pos_y = 110;
layer = 10;
button (0, 0, "deutsch.jpg", "deutsch.jpg", "deutsch.jpg", startdeutsch, null, null);
flags = OVERLAY | SHOW;
}*/
function startenglish(){
level_load("ninjacat.wmb");
sprache=1;
}
function startdeutsch(){
level_load("ninjacat.wmb");
sprache=2;
}
action weaving_grass() // attach this action to your grass models
{
var grass_angles;
var grass_speed;
// set (my, PASSABLE);
// my.scale_x = 0.7 + random(2) / 3; // set different scales for the grass models
// my.scale_y = my.scale_x;
// my.scale_z = my.scale_x;
grass_speed = 2 + random(5);
while (1)
{
grass_angles += grass_speed * time_step; // allow the grass to weave
my.roll += 0.1 * sin(grass_angles);
wait (1);
}
}
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Re: Fehler beim Starten Win8 64bit
[Re: CocaCola]
#446278
10/09/14 16:25
10/09/14 16:25
|
Joined: Mar 2014
Posts: 359
CocaCola
OP
Senior Member
|
OP
Senior Member
Joined: Mar 2014
Posts: 359
|
opa.c
var mission;
//ENTITY* enemy;
FONT* arial_font = "Arial#25b";
/*STRING* mission1_str = "Der KungFu Meister fordert Dich
zu einem Kaumf auf!
Setze Deine Ninja List ein und
schleich Dich von hinten an,
um ihn zu atackieren.
Er ist im Norden also nimm denn
ostlichen Weg";*/
SOUND* gong_snd = "gong.wav";
STRING* mission1_str = "Hallo mein Ninja,
Der Kung Fu Meister vordert
Dich zu einem Duel auf!
Nutze Deine Ninja List und attakiere
Ihn von Hinten um Ihn zu ermeucheln";
STRING* mission2_str = "Die Schühler des Meisters
wollen sich fuer denn Tod ihres
Meisters rächen!
Töte sie alle ;-D";
STRING* mission3_str = "Neue Schüler
wollen sich fuer denn Tod ihrer
Kameraden rächen!
Töte sie alle ;-D";
STRING* mission4_str = "Es haben sich noch ein Paar
Kung Fu schüler gefunden,
die sich rächen wollen
Töte sie alle ;-D";
STRING* mission5_str = "Die letzten Schüler wollen
Deine Kampfkunst erlernen, doch das
bleibt geheim!
Töte sie alle ;-Z";
TEXT* mission_txt =
{
pos_x = 300;
pos_y = 250;
layer = 30;
font = arial_font;
string (mission1_str);
//flags = SHOW;
}
PANEL* ok1_pan = //mein erstes panel
{
pos_x = 270;
pos_y = 220;
layer = 20;
button (0, 0, "mission.tga", "mission.tga", "mission.tga", start1, null, null);
flags = OVERLAY;
// d3d_alpharef = 255;
}
////////////////////////////////////////////////////////////////////////////////////////////
function suchemission(){
if (mission==0){
set(ok1_pan,SHOW);
str_cpy((mission_txt.pstring)[0], mission1_str);
set(mission_txt,SHOW);
}
if (mission==2){
set(ok1_pan,SHOW);
str_cpy((mission_txt.pstring)[0], mission2_str);
set(mission_txt,SHOW);
}
if (mission==7){
set(ok1_pan,SHOW);
str_cpy((mission_txt.pstring)[0], mission3_str);
set(mission_txt,SHOW);
}
if (mission==14){//6 gegner getötet
set(ok1_pan,SHOW);
str_cpy((mission_txt.pstring)[0], mission4_str);
set(mission_txt,SHOW);
}
if (mission==25){
set(ok1_pan,SHOW);
str_cpy((mission_txt.pstring)[0], mission5_str);
set(mission_txt,SHOW);
}
}
function start1(){
mission+=1;
reset(ok1_pan,SHOW);
reset(mission_txt,SHOW);
playerhealth=100;
}
function opa_got_shot(){
my.ambient = 0;
my.lightrange = 0;
if (event_type == EVENT_CLICK) {
angriff=2;
set(gotonow,INVISIBLE);
vec_set(to2,my.x);
}
if (event_type == EVENT_TOUCH)
{
my.ambient = 100; // dann lass' ihn heller aussehen
my.lightrange = 30;
}
if (event_type == EVENT_SCAN)
{snd_play (gong_snd,100,0);
suchemission();
}
}
action opa(){
my.emask |= ENABLE_SCAN; // the target is sensitive to impact with player's bullets
my.emask |= ENABLE_TOUCH;
my.emask |= ENABLE_CLICK;
my.event = opa_got_shot;
}
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Re: Fehler beim Starten Win8 64bit
[Re: CocaCola]
#446279
10/09/14 16:25
10/09/14 16:25
|
Joined: Mar 2014
Posts: 359
CocaCola
OP
Senior Member
|
OP
Senior Member
Joined: Mar 2014
Posts: 359
|
schmied.c letzte Datei Nr.6
FONT* arial_font = "Arial#25b";
STRING* schmied_str = "Hallo mein Ninja,
Du kannst gerne ein Paar
Ninjasterne kaufen :-D
Kosten=10GS/3stk.";
SOUND* klick_snd = "klick2.wav";
SOUND* kasse_snd = "kasse.wav";
TEXT* schmied_txt =
{
pos_x = 300;
pos_y = 250;
layer = 30;
font = arial_font;
string (schmied_str);
//flags = SHOW;
}
PANEL* schmied_pan = //mein erstes panel
{
pos_x = 270;
pos_y = 220;
layer = 20;
button (0, 0, "schmied.tga", "schmied.tga", "schmied.tga", null, null, null);
flags = OVERLAY;
}
PANEL* schmied_kauf_pan = //mein erstes panel
{
pos_x = 350;
pos_y = 420;
layer = 30;
button (0, 0, "kauf.tga", "kauf.tga", "kauf.tga", kauf, null, null);
flags = OVERLAY;
}
PANEL* schmied_verlassen_pan = //mein erstes panel
{
pos_x = 290;
pos_y = 420;
layer = 30;
button (0, 0, "verlassen.tga", "verlassen.tga", "verlassen.tga", schmied_verlassen, null, null);
flags = OVERLAY;
}
function kauf(){
if(gold!=0){
snd_play (klick_snd,100,0);
gold-=10;
ninjastern+=3;
}
}
function schmied_verlassen(){
reset(schmied_pan,SHOW);
reset(schmied_kauf_pan,SHOW);
reset(schmied_verlassen_pan,SHOW);
reset(schmied_txt,SHOW);
}
function schmied_got_shot(){
my.ambient = 0;
my.lightrange = 0;
if (event_type == EVENT_CLICK) {
angriff=2;
set(gotonow,INVISIBLE);
vec_set(to2,my.x);
}
if (event_type == EVENT_TOUCH)
{
my.ambient = 100; // dann lass' ihn heller aussehen
my.lightrange = 30;
}
if (event_type == EVENT_SCAN)
{
snd_play (kasse_snd,100,0);
set(schmied_pan,SHOW);
set(schmied_kauf_pan,SHOW);
set(schmied_verlassen_pan,SHOW);
set(schmied_txt,SHOW);
}
}
action schmied(){
my.emask |= ENABLE_SCAN; // the target is sensitive to impact with player's bullets
my.emask |= ENABLE_TOUCH;
my.emask |= ENABLE_CLICK;
my.event = schmied_got_shot;
}
Last edited by CocaCola; 10/09/14 16:26.
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Re: Fehler beim Starten Win8 64bit
[Re: CocaCola]
#446280
10/09/14 16:41
10/09/14 16:41
|
Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
|
Expert
Joined: Apr 2007
Posts: 3,751
Canada
|
Den Fehlercode. Nicht den Code. Sorry, aber ich werde mich nicht dadurch wühlen, code review ist nicht mein Ding. Schon gar nicht wenn er so grauenhaft formatiert ist.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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