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problem with #define #330606
06/28/10 18:31
06/28/10 18:31
Joined: Jun 2008
Posts: 402
Germany
S
sebbi91 Offline OP
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sebbi91  Offline OP
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Joined: Jun 2008
Posts: 402
Germany
Hi guys

I am working on an Inventory-script.
I have a c_trace action that scans my world and say to the Engine. "Oh there is longsword be redy to pick it up an put it in the Inventory".

I did this with every Item I have actually!
But there is now a problem!

The script is damn big now!

my question is there a way to create defines for .mdl-modells?

I know its possible to create #define for Arrays and Var's!
like:

#define item_type skill16
#define none 0
#define item 1


#define weapon_type skill17
#define onehandweapon 0
#define twohandweapon 1

#define weapon_kind skill18
#define knife 0
#define sword 1
#define twohandsword 2
#define bow 3
#define crossbow 4


But I want a #define for Strings like "longsword.mdl"

something like this:

#define realtime_modell *.mdl

Quote:
action longsword()
{
set (my,SHADOW|POLYGON);
my.material=sword_material;
my.item_type=weapon;
my.weapon_type=onehandweapon;
my.weapon_kind=sword;
my.weapon_state=100;

my.realtime_modell="longsword.mdl";
my.inventar_ico="item_ls_simple.mdl";

}



I hope anyone could help me!

best regards
Basti




Last edited by sebbi91; 06/28/10 18:32.

3D-Gamestudio A8 - Commercial
Re: problem with #define [Re: sebbi91] #330611
06/28/10 19:08
06/28/10 19:08
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
Where is the problem? Just do it... (including the "")

Re: problem with #define [Re: Slin] #330613
06/28/10 19:15
06/28/10 19:15
Joined: Jun 2008
Posts: 402
Germany
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sebbi91 Offline OP
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sebbi91  Offline OP
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Joined: Jun 2008
Posts: 402
Germany
how do you mean this?

its easy to say

realtime_modell="longsword.mdl";
inventar_ico="item_ls_simple.mdl";


but what I need is:

my.realtime_modell="longsword.mdl";
my.inventar_ico="item_ls_simple.mdl";

Any Idea to make this possible!
Please could you explain what you mean?

regards Basti


3D-Gamestudio A8 - Commercial
Re: problem with #define [Re: sebbi91] #330614
06/28/10 19:19
06/28/10 19:19
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
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Widi  Offline
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Posts: 1,922
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maybee you can use a struct for this?

Re: problem with #define [Re: Widi] #330615
06/28/10 19:25
06/28/10 19:25
Joined: Jun 2008
Posts: 402
Germany
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sebbi91 Offline OP
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sebbi91  Offline OP
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Joined: Jun 2008
Posts: 402
Germany
hmmm

could work, but I have no idea to do this.
I haven't worked with structs before!
Could you explain please!


3D-Gamestudio A8 - Commercial
Re: problem with #define [Re: sebbi91] #330618
06/28/10 19:31
06/28/10 19:31
Joined: Oct 2009
Posts: 149
Germany
M
muffel Offline
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muffel  Offline
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Joined: Oct 2009
Posts: 149
Germany
entity.string1
entity.string2
so:
#define realtime_modell string1
is this the thing you search?
Manual:
(Engine objects>ENTITY>script parameters)
muffel

Re: problem with #define [Re: sebbi91] #330621
06/28/10 19:35
06/28/10 19:35
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
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Widi  Offline
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Joined: Aug 2007
Posts: 1,922
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ok, here a struct that i use in my project:
Code:
typedef struct
{
	var nr;
	var nr2;
	var art;
	var fx;
	var fx2;
	var gew;
	var at1;
	var at2;
	var at3;
	var at4;
	var at5;
	
	var vert1;
	var vert2;
	
	var zweiteilig;
	
	STRING* mdl;
	STRING* mdl2;
	STRING* bmp;
	
	TEXT* info;
	
	BMAP* bild;
} Item;

Item *ITEM[ANZ_ITEM];  //ANZ_ITEM ist ein define mit der anzahl der Items

void ITEM_ERZEUGEN(index)
{
	ITEM[index] = sys_malloc(sizeof(Item));  
	
	if (!index)   ITEM[index].bmp  = str_create("Bitmaps\\Panels\\Item_rahmen.tga");                // Leeren Ramen Item
	else          ITEM[index].bmp  = str_create("Bitmaps\\Items\\");                                // Unterordner, wo Items abgelegt sind, einfügen
	ITEM[index].info = txt_create (6,1);
	ITEM[index].mdl  = str_create ("");
	ITEM[index].mdl2 = str_create ("");
	
	ITEM[index].nr  = 0;
	ITEM[index].nr2 = 0;
	ITEM[index].art = 0;
	ITEM[index].fx  = 0;
	ITEM[index].fx2 = 0;
	ITEM[index].gew = 0;
	ITEM[index].at1 = 0;
	ITEM[index].at2 = 0;
	ITEM[index].at3 = 0;
	ITEM[index].at4 = 0;
	ITEM[index].at5 = 0;
	
	ITEM[index].vert1 = 0;
	ITEM[index].vert2 = 0;
	
	ITEM[index].zweiteilig = aus;
}



Now you can access to the struct:

ITEM[x].bmp
ITEM[x].vert2

You can also add some models (entitis)

The function "ITEM_ERZEUGEN(index)" have to be call for every Item

Last edited by Widi; 06/28/10 19:41.
Re: problem with #define [Re: Widi] #330623
06/28/10 19:41
06/28/10 19:41
Joined: Jun 2008
Posts: 402
Germany
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sebbi91 Offline OP
Senior Member
sebbi91  Offline OP
Senior Member
S

Joined: Jun 2008
Posts: 402
Germany
wohoo it works now thanks alot for your help!

regards Basti


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