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my 10 player onlinegame don`t work!!! #270999
06/10/09 19:30
06/10/09 19:30
Joined: Jul 2008
Posts: 191
M
MDMDFSS Offline OP
Member
MDMDFSS  Offline OP
Member
M

Joined: Jul 2008
Posts: 191
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:

__________________________________________________________________
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);
}


_____________________________________________________________

Hop somebody could help.
thanks..._______________________

Last edited by rvL_eXile; 08/14/09 04:33.
Re: my 10 player onlinegame don`t work!!! [Re: MDMDFSS] #271008
06/10/09 20:08
06/10/09 20:08
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline
Expert
slacer  Offline
Expert

Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
Hi,

you should tell us which engine version you use.
From your profile it must be A6 and if you want to use physics and networking for 10 players, you would need A6 Pro.

Can you confirm that you use A6 Pro with .wdl files.
There are a lot of syntax changes for other versions, thats why I ask.

Re: my 10 player onlinegame don`t work!!! [Re: slacer] #271010
06/10/09 20:16
06/10/09 20:16
Joined: Apr 2009
Posts: 298
Southern Oceans
KiwiBoy Offline
Member
KiwiBoy  Offline
Member

Joined: Apr 2009
Posts: 298
Southern Oceans
Dunno if it will help but you have ommitted a bracket at the end of your player action.
Then I see lots of loops and waits and I am wondering wouldnt this upset your entire code base as wait changes per frame doesnt it and you have them popping up all over the place so how many frames before they are called to work when you actually need them too ?

As I say, I dont know, Im only a noob.


Use the 'manual' Luke, the manual is your friend. 'Self reminder' smile

My WebPage
Re: my 10 player onlinegame don`t work!!! [Re: slacer] #271019
06/10/09 20:31
06/10/09 20:31
Joined: Jul 2008
Posts: 191
M
MDMDFSS Offline OP
Member
MDMDFSS  Offline OP
Member
M

Joined: Jul 2008
Posts: 191
my energy is A7 pro

Re: my 10 player onlinegame don`t work!!! [Re: MDMDFSS] #271022
06/10/09 20:34
06/10/09 20:34
Joined: Apr 2008
Posts: 650
Sajeth Offline
User
Sajeth  Offline
User

Joined: Apr 2008
Posts: 650
Originally Posted By: MDMDFSS
my energy is A7 pro

QFT


Teleschrott-Fan.
Re: my 10 player onlinegame don`t work!!! [Re: MDMDFSS] #271035
06/10/09 21:46
06/10/09 21:46
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline
Expert
slacer  Offline
Expert

Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
Could kiwiboy help you with his comment about the missing bracket?

I noticed, that you still use time instead of time_step and some other things let me think you are still using ancient wdl script.

So - why don't you switch over to lite-c?

Maybe if you start the game with -diag or if you run it from WED you get an error message about something in your code. SED seems to be a bit quiet with the current version - at least for me.

Re: my 10 player onlinegame don`t work!!! [Re: slacer] #271069
06/11/09 05:36
06/11/09 05:36
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
Expert
Cowabanga  Offline
Expert

Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Quote:
Maybe if you start the game with -diag or if you run it from WED you get an error message about something in your code. SED seems to be a bit quiet with the current version

Or i have a better idea.

@MDMDFSS:
Can you send your acklog.txt?? So we can see the problem.

@slacer:
And we can see a proof of something. You know what i mean. wink

Re: my 10 player onlinegame don`t work!!! [Re: Cowabanga] #271084
06/11/09 07:45
06/11/09 07:45
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
connection variable can only be 0 1 2 or 3

and it's not used that way.


3333333333
Re: my 10 player onlinegame don`t work!!! [Re: Quad] #271101
06/11/09 09:54
06/11/09 09:54
Joined: Jul 2008
Posts: 191
M
MDMDFSS Offline OP
Member
MDMDFSS  Offline OP
Member
M

Joined: Jul 2008
Posts: 191
I found the missing bracket

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);
}
}
}//this is the missing bracket!

Re: my 10 player onlinegame don`t work!!! [Re: MDMDFSS] #271105
06/11/09 09:58
06/11/09 09:58
Joined: Jul 2008
Posts: 191
M
MDMDFSS Offline OP
Member
MDMDFSS  Offline OP
Member
M

Joined: Jul 2008
Posts: 191
Here is my client.bat
client.bat

and server.bat

server.bat

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