Posted By: MDMDFSS
my 10 player onlinegame don`t work!!! - 06/10/09 19:30
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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Hop somebody could help.
thanks..._______________________
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:
__________________________________________________________________
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..._______________________