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CON Coding for Human Trooper  "CON Coding for Human Trooper created by Cage"

User is offline   Kyanos 

#31

View PostMikko Pekkola, on 08 February 2013 - 11:49 AM, said:

I was asking Hank

Ok good luck man.
1

User is offline   Hank 

#32

View PostMikko Pekkola, on 08 February 2013 - 09:40 AM, said:

And what about the frame of Human Trooper shooting upward/downward, do i have to leave it "unused" or something? What gerolf told me, that frame of Human Trooper shooting upward/downward is unused even in LameDuke

I don't have Lame Duke, still, I would incorporate this frame set if the player is at a higher elevation, like on a jet pack.

i.e.
ifp phigher ifcansee [test various distances like ifpdistl 1500 ifpdistg 3000 ]
{
   action AMyTrooperShootUp
   .... and whatever shooting sequence
	
ifp pjetpack
{
  give the actor some nasty shooting abilities
}
}


View PostMikko Pekkola, on 08 February 2013 - 11:49 AM, said:

I was asking Hank

Thanks, but, if you limit the forum to only one respondent, you exclude yourself from the wealth of some very smart people around here. I know stuff, but I don't know everything. Also, we are snowed in, no clue how long the power will last, it was off all after noon. :P

This post has been edited by Hank: 08 February 2013 - 07:36 PM

1

User is offline   Hendricks266 

  • Weaponized Autism

  #33

View PostMikko Pekkola, on 08 February 2013 - 05:46 AM, said:

But first: Do i need to type "HTROOP/OLDTROOP CODE" or "TROOP/HTROOP CODE" or how?

That's a comment in the code. It does not matter.
0

#34

I managed to use "MYTROOP" and right now i'm gonna practice
0

#35

Somebody help, i tested Human Trooper and i didn't get it to work right!

Does anyone know something about CON Coding for this Human Trooper?

Please help

This post has been edited by Mikko Pekkola: 09 February 2013 - 08:48 AM

0

User is offline   Hank 

#36

View PostMikko Pekkola, on 09 February 2013 - 07:10 AM, said:

Somebody help, i tested Human Trooper and i didn't get it to work right!

Does anyone know something about CON Coding for this Human Trooper?

Please help

Unless we know the problem, no one can help you.
How about posting the code in question here , on pastebin?
0

#37

View PostHank, on 09 February 2013 - 09:58 AM, said:

Unless we know the problem, no one can help you.
How about posting the code in question here , on pastebin?


What do you mean? Someone's gotta do something
0

#38

Uh, what's this "pastebin"?

By the way, the problems i encountered when trying to test Human Trooper coding are these

Posted Image


Posted Image

This post has been edited by Mikko Pekkola: 09 February 2013 - 10:57 AM

0

User is offline   Hank 

#39

View PostMikko Pekkola, on 09 February 2013 - 10:29 AM, said:

Uh, what's this "pastebin"?

By the way, the problems i encountered when trying to test Human Trooper coding are these

Pastebin - (Click on the link from my previous post, and you will see it.) You can upload large written code, and people can read it.

To the error:
You have one too many closing braces then opening braces. This is funny, yet sometimes boring to fix. You need to make sure that the braces match. Now you need to check that each closing brace } has a correlating opening brace { .

This post has been edited by Hank: 09 February 2013 - 11:12 AM

0

#40

View PostHank, on 09 February 2013 - 11:11 AM, said:

Pastebin - (Click on the link from my previous post, and you will see it.) You can upload large written code, and people can read it.

To the error:
You have one too many closing braces then opening braces. This is funny, yet sometimes boring to fix. You need to make sure that the braces match. Now you need to check that each closing brace } has a correlating opening brace { .



OK, here's the list of the code i created for "MYTROOP"

 
//    MYTROOP CODE
//
//

action AMYTROOPSTAND  30  1  5  1  1
action AMYTROOPWALKING 0  6  5  1  8
action AMYTROOPWALKINGBACK 25  6  5  -1  8
action AMYTROOPRUNNING  0  6  5  1  4
action AMYTROOPSHOOT  30  2  5  1  30
action AMYTROOPGROW  0  1  5  1  1
action AMYTROOPJETPACK  50  1  5  1  1
action AMYTROOPDYING  70  5  1  1  16
action AMYTROOPDEAD  74
action AMYTROOPFROZEN  0  1  5

move MYTROOPWALKVELS 72
move MYTROOPWALKVELSBACK -72
move MYTROOPJETPACKVELS 64 -84
move MYTROOPJETPACKILLVELS 192 -38
move MYTROOPRUNVELS 108
move MYTROOPSTOPPED

ai AIMYTROOPSEEKENEMY  AMYTROOPWALKING  MYTROOPWALKVELS  seekplayer
ai AIMYTROOPSEEKPLAYER AMYTROOPWALKING  MYTROOPWALKVELS  seekplayer
ai AIMYTROOPFLEEING  AMYTROOPWALKING  MYTROOPWALKVELS  fleeenemy
ai AIMYTROOPFLEEINGBACK  AMYTROOPWALKINGBACK  MYTROOPWALKVELSBACK  faceplayersmart
ai AIMYTROOPDODGE  AMYTROOPWALKING  MYTROOPRUNVELS  dodgebullet
ai AIMYTROOPSHOOTING  AMYTROOPSHOOT  MYTROOPSTOPPED  faceplayersmart
ai AIMYTROOPJETPACK  AMYTROOPJETPACK  MYTROOPJETPACKVELS  seekplayer
ai AIMYTROOPSHRUNK  AMYTROOPWALKING  SHRUNKVELS  fleeenemy
ai AIMYTROOPGROW  AMYTROOPGROW  DONTGETUP faceplayerslow

state mytroopgunnashoot
  ifp palive
  {
    ifpdistl 1024
      ai AIMYTROOPSHOOTING
    else
      ifactornotstayput
    { 
      ifactioncount 12
        ifrnd 16
          ifcanshoottarget
      {
        
        {
          ifpdistl 1100
            ai AIMYTROOPFLEEING
          else 
          {
            ifpdistl 4096
              ifcansee
                ifcanshoottarget
                 	ai AIMYTROOPSHOOTING
            else
            {
              move MYTROOPRUNVELS seekplayer
              action AMYTROOPRUNNING
            }
          }
        }
      }
    }
    else
      ifcount 26
        ifrnd 32
          ai AIMYTROOPSHOOTING
  }
ends 

state mytroopseekstate
  state mytroopgunnashoot
  ifinwater 
  {
    ai AIMYTROOPJETPACK
    break
  }
  ifcansee
    ifp phigher
    {
      ifceilingdistl 128 nullop
      else 
        ifactornotstayput
          ai AIMYTROOPJETPACK
        break  
        
  }
  ifnotmoving
  {
    ifrnd 32
      operate
    else
      ifcount 32
        ifp palive
          ifcansee 
            ifcanshoottarget
              ai AIMYTROOPSHOOTING
  }
  ifrnd 1
  {
    ifrnd 128
      soundonce PRED_ROAM
    else
      soundonce PRED_ROAM2
  }
ends


state mytroopstate
  ifactioncount 2
  {
    ifcanshoottarget
    {
      shoot SHOTSPARK1
      
      
      
      
      {
         ifpdistg 2000
           {
           ifspritepal 10 
            shoot SHOTSPARK1
           }
         else
         shoot SHOTSPARK1
          }
         {
      }
      resetactioncount
      ifrnd 128
        ai AIMYTROOPSEEKPLAYER
      ifcount 24
      {
        ifrnd 96
          ifpdistg 2048
           ai AIMYTROOPSEEKPLAYER
          else
          {
            ifpdistg 1596
              ai AIMYTROOPFLEEING
             else
              ai AIMYTROOPFLEEINGBACK
          }
      }
    }
    else
      ai AIMYTROOPSEEKPLAYER
  }
ends

state mytroopfleestate
  ifactioncount 7
  {
    ifpdistg 3084
    {
      ai AIMYTROOPSEEKPLAYER
      break
    }
    else
      ifrnd 32
        ifp palive
          ifcansee
            ifcanshoottarget
      {
          ai AIMYTROOPSHOOTING
          break 
      }
  }
  ifnotmoving
  {
    ifrnd 32
      operate
    else
      ifcount 32
        ifp palive
          ifcansee
            ifcanshoottarget
      {
          ai AIMYTROOPSHOOTING
      }
  }
ends  

state mytroopdying
  iffloordistl 32
  {
    ifactioncount 5
    {
      cstat 0
      iffloordistl 8
      sound THUD
      state rf
      strength 0
      move MYTROOPSTOPPED
      action AMYTROOPDEAD
    }
    break
  }
  else 
  {
    state rf
    move 0
    action AMYTROOPDYING
  }
  break
 }
 else 
 {
   state rf
   move 0
   action AMYTROOPDYING
 }
ends

state checkedfhit
  ifdead
  {
    ifwasweapon FREEZEBLAST
    {
      sound SOMETHINGFROZE
      spritepal 1
      move 0
      action AMYTROOPFROZEN
      strength 0
      break
    }
    
    state drop_ammo
    state random_wall_jibs
    
    ifwasweapon GROWSPARK
    {
      cstat 0
      sound ACTOR_GROWING
      ai AIMYTROOPGROW
      break 
    }
    
    addkills 1
    
    ifwasweapon RPG
    {
      sound SQUISHED
      state troop_body_jibs
      state standard_jibs
      killit
    }  
    else
      ifwasweapon RADIUSEXPLOSION
    {
      sound SQUISHED
      state troop_body_jibs
      state standard_jibs
      killit
    }
    else
    {
      sound PRED_DYING
      ifrnd 32
        iffloordistl 32
      {
        sound LIZARD_BEG
        strength 0
        move 0
        
        break
      }
      action AMYTROOPDYING
      break
    }
  }
  else
  {
    state random_wall_jibs
    sound PRED_PAIN
    
    ifwasweapon SHRINKSPARK
    {
      sound ACTOR_SHRINKING
      ai AIMYTROOPSHRUNK
    }
    else  
      iffloordistl 32
        ifrnd 96
          action AMYTROOPFLINTCH
  }         
ends

state mytroopjetpackstate
  ifaction AMYTROOPJETPACKILL
  {
    ifcansee
      ifactioncount 2
    {
      resetactioncount
      
      shoot SHOTSPARK1
      
      
    }
    
    ifp phigher
      ai AIMYTROOPJETPACK
    else
      ifinwater
        ai AIMYTROOPJETPACK
    else
      ifcount 26
        iffloordistl 32
        ai AIMYTROOPSEEKPLAYER
  }
  else
    ifcount 48
      ifcansee
  {
    action AMYTROOPJETPACKILL
    move MYTROOPJETPACKILLVELS
    seekplayer
  }
ends

state mytroopshrunkstate
  ifcount SHRUNKDONECOUNT
    ai AIMYTROOPSEEKENEMY
  else
    ifcount SHRUNKCOUNT
      sizeto 48 40
  else    
    state genericshrunkcode
ends    


state mytroopcodefall
  ifinwater
    ifrnd 1
      spawn WATERBUBBLE
  ifaction AMYTROOPSTAND
  {
    ifrnd 192
      ai AIMYTROOPSHOOTING
    else
      ai AIMYTROOPSEEKPLAYER
  }
  else
    ifaction AMYTROOPFROZEN
  {
    ifcount THAWTIME
    {
      ai AIMYTROOPSEEKENEMY
      getlastpal 
    }
    else
      ifcount FROZENDRIPTIME
    {
      ifactioncount 26
      {
        spawn WATERDRIP
        resetactioncount
      }
    }
    ifhitweapon 
    {
      ifwasweapon FREEZEBLAST
      {
        strength 0
        break
      }
      addkills 1
      
      lotsofglass 30
      sound GLASS_BREAKING
      killit
    }
    ifp pfacing
      ifpdistl FROZENQUICKKICKDIST
      pkick
    break  
    ifhitweapon
    {  
      ifwasweapon RADIUSEXPLOSION
      {
        sound SQUISHED
        state troop_body_jibs
        state standard_jibs
        killit
      }
      break
    }
    else
      state checksquished
      
    else
      ifp pfacing
        resetcount
        
    break
  }
  else
    ifaction AMYTROOPDEAD
  {
    strength 0
    ifrespawn
      ifcount RESPAWNACTORTIME
    {
      spawn TRANSPORTERSTAR
      cstat 257
      strength MYTROOPSTRENGHT
      ai AIMYTROOPSEEKENEMY
    }
    ifhitweapon
    {
      ifwasweapon RADIUSEXPLOSION
      {
        sound SQUISHED
        state troop_body_jibs
        state standard_jibs
        killit 
      }
      break
    }
    else 
      state checksquished
    break
    ifactioncount 2
    {
      ifrnd	64
      {
        soundonce PRED_DYING
        action AMYTROOPDEAD
      }
    }
  }
  else
    ifaction AMYTROOPDYING
  {
    state mytroopdying
    break
    ifhitweapon
      state checkedfhit
    break 
  }
  else
    ifaction AMYTROOPFLINTCH
  {
    ifactioncount 4
      ai AIMYTROOPSEEKENEMY
  }
  else
  {
    ifai AIMYTROOPSEEKPLAYER
      state mytroopseekstate
    else    
      ifai AIMYTROOPJETPACK
    {
      state mytroopjetpackstate
      ifinwater nullop
      else
        soundonce DUKE_JETPACK_IDLE
    }
    else
      ifai AIMYTROOPSEEKENEMY
        state mytroopseekstate
    else
      ifai AIMYTROOPSHOOTING
        state mytroopshootstate
    else
      ifai AIMYTROOPFLEEING
        state mytroopfleestate
    else
      ifai AIMYTROOPFLEEINGBACK
        state mytroopfleestate
    else 
      ifai AIMYTROOPDODGE
        state mytroopseekstate
    else  
      ifai AIMYTROOPSHRUNK
        state mytroopshrunkstate
  }
  
  ifhitweapon 
    state checkedfhit
  else
    state checksquished
ends  

state checkedfpalette
  ifai 0
  {
    ifspritepal 0
        nullop
    else
        ifspritepal 21
          addstrength MYTROOPSTRENGHT // Double the hitpoint vals
  }
ends


useractor enemy MYTROOPJETPACK MYTROOPSTRENGHT
  state checkedfpalette
  ai AIMYTROOPJETPACK
  cactor MYTROOP
enda

  
useractor enemy MYTROOPSHOOT MYTROOPSTRENGHT AMYTROOPSTAND
  state checkedfpalette
  ai AIMYTROOPSHOOTING
  cactor MYTROOP
enda  
useractor enemy MYTROOPSTAYPUT MYTROOPSTRENGHT AMYTROOPSTAYSTAND
  state checkedfpalette
  ai AIMYTROOPSEEKPLAYER
  cactor MYTROOP
enda
useractor enemy MYTROOPRUNNING MYTROOPSTRENGHT AMYTROOPSTAND
  state checkedfpalette
  ai AIMYTROOPSEEKPLAYER
  cactor MYTROOP
enda 

useractor enemy MYTROOP MYTROOPSTRENGHT AMYTROOPSTAND
  sizeat 40 40
  state checkedfpalette
  state mytroopcode
enda  


OK, so how do i do this and if you see any errors from this code i created, just tell me what lines need to be fixed and to make sure that the braces match?

This post has been edited by Mikko Pekkola: 09 February 2013 - 12:57 PM

0

User is offline   Mikko 

  • Honored Donor

#41

state mytroopdying has one } too many.
0

#42

View PostMikko_Sandt, on 09 February 2013 - 01:06 PM, said:

state mytroopdying has one } too many.


Thanks, pal. I'll go fix it :P
0

#43

What i noticed was, that the error message says "ERROR! (L8737)"

This post has been edited by Mikko Pekkola: 10 February 2013 - 01:03 AM

0

#44

Look at this

Posted Image

Now i'm really gonna need help in this kind of situation. Any idea what went wrong?
0

User is offline   Mikko 

  • Honored Donor

#45

That's pretty self-explanatory. For example, you make several references to AMYTROOPJETPACKILL despite the fact that you haven't defined it as an action.
0

#46

And how can it be possible, that it mentions "State 'mytroopshootstate' not found"? I'm sure that i did define "state mytroopshootstate"

I'll need to go to the Duke Nukem CON Editor and check the lines and fix them.
0

User is offline   Mikko 

  • Honored Donor

#47

You have named it as state mytroopstate.
0

#48

View PostMikko_Sandt, on 10 February 2013 - 05:17 AM, said:

You have named it as state mytroopstate.


In what line it reads so? Can you take a look and tell me? And how many of these closing and opening braces do you see?

state mytroopstate
  ifactioncount 2
  {
    ifcanshoottarget
    {
      shoot SHOTSPARK1
      
      
      
      
      {
         ifpdistg 2000
           {
           ifspritepal 10 
            shoot SHOTSPARK1
           }
         else
         shoot SHOTSPARK1
          }
         {
      }
      resetactioncount
      ifrnd 128
        ai AIMYTROOPSEEKPLAYER
      ifcount 24
      {
        ifrnd 96
          ifpdistg 2048
           ai AIMYTROOPSEEKPLAYER
          else
          {
            ifpdistg 1596
              ai AIMYTROOPFLEEING
             else
              ai AIMYTROOPFLEEINGBACK
          }
      }
    }
    else
      ai AIMYTROOPSEEKPLAYER
  }
ends

state mytroopfleestate
  ifactioncount 7
  {
    ifpdistg 3084
    {
      ai AIMYTROOPSEEKPLAYER
      break
    }
    else
      ifrnd 32
        ifp palive
          ifcansee
            ifcanshoottarget
      {
          ai AIMYTROOPSHOOTING
          break 
      }
  }
  ifnotmoving
  {
    ifrnd 32
      operate
    else
      ifcount 32
        ifp palive
          ifcansee
            ifcanshoottarget
      {
          ai AIMYTROOPSHOOTING
      }
  }
ends  

state mytroopdying
  iffloordistl 32
  {
    ifactioncount 5
    {
      cstat 0
      iffloordistl 8
      sound THUD
      state rf
      strength 0
      move MYTROOPSTOPPED
      action AMYTROOPDEAD
    }
    break
  }
  else 
  {
    state rf
    move 0
    action AMYTROOPDYING
  }
  break
 {
 else 
 {
   state rf
   move 0
   action AMYTROOPDYING
 }
ends

state checkedfhit
  ifdead
  {
    ifwasweapon FREEZEBLAST
    {
      sound SOMETHINGFROZE
      spritepal 1
      move 0
      action AMYTROOPFROZEN
      strength 0
      break
    }
    
    state drop_ammo
    state random_wall_jibs
    
    ifwasweapon GROWSPARK
    {
      cstat 0
      sound ACTOR_GROWING
      ai AIMYTROOPGROW
      break 
    }
    
    addkills 1
    
    ifwasweapon RPG
    {
      sound SQUISHED
      state troop_body_jibs
      state standard_jibs
      killit
    }  
    else
      ifwasweapon RADIUSEXPLOSION
    {
      sound SQUISHED
      state troop_body_jibs
      state standard_jibs
      killit
    }
    else
    {
      sound PRED_DYING
      ifrnd 32
        iffloordistl 32
      {
        sound LIZARD_BEG
        strength 0
        move 0
        
        break
      }
      action AMYTROOPDYING
      break
    }
  }
  else
  {
    state random_wall_jibs
    sound PRED_PAIN
    
    ifwasweapon SHRINKSPARK
    {
      sound ACTOR_SHRINKING
      ai AIMYTROOPSHRUNK
    }
    else  
      iffloordistl 32
        ifrnd 96
          action AMYTROOPFLINTCH
  }         
ends

state mytroopjetpackstate
  ifaction AMYTROOPJETPACKILL
  {
    ifcansee
      ifactioncount 2
    {
      resetactioncount
      
      shoot SHOTSPARK1
      
      
    }
    
    ifp phigher
      ai AIMYTROOPJETPACK
    else
      ifinwater
        ai AIMYTROOPJETPACK
    else
      ifcount 26
        iffloordistl 32
        ai AIMYTROOPSEEKPLAYER
  }
  else
    ifcount 48
      ifcansee
  {
    action AMYTROOPJETPACKILL
    move MYTROOPJETPACKILLVELS
    seekplayer
  }
ends

state mytroopshrunkstate
  ifcount SHRUNKDONECOUNT
    ai AIMYTROOPSEEKENEMY
  else
    ifcount SHRUNKCOUNT
      sizeto 48 40
  else    
    state genericshrunkcode
ends    


state mytroopcodefall
  ifinwater
    ifrnd 1
      spawn WATERBUBBLE
  ifaction AMYTROOPSTAND
  {
    ifrnd 192
      ai AIMYTROOPSHOOTING
    else
      ai AIMYTROOPSEEKPLAYER
  }
  else
    ifaction AMYTROOPFROZEN
  {
    ifcount THAWTIME
    {
      ai AIMYTROOPSEEKENEMY
      getlastpal 
    }
    else
      ifcount FROZENDRIPTIME
    {
      ifactioncount 26
      {
        spawn WATERDRIP
        resetactioncount
      }
    }
    ifhitweapon 
    {
      ifwasweapon FREEZEBLAST
      {
        strength 0
        break
      }
      addkills 1
      
      lotsofglass 30
      sound GLASS_BREAKING
      killit
    }
    ifp pfacing
      ifpdistl FROZENQUICKKICKDIST
      pkick
    break  
    ifhitweapon
    {  
      ifwasweapon RADIUSEXPLOSION
      {
        sound SQUISHED
        state troop_body_jibs
        state standard_jibs
        killit
      }
      break
    }
    else
      state checksquished
      
    else
      ifp pfacing
        resetcount
        
    break
  }
  else
    ifaction AMYTROOPDEAD
  {
    strength 0
    ifrespawn
      ifcount RESPAWNACTORTIME
    {
      spawn TRANSPORTERSTAR
      cstat 257
      strength MYTROOPSTRENGHT
      ai AIMYTROOPSEEKENEMY
    }
    ifhitweapon
    {
      ifwasweapon RADIUSEXPLOSION
      {
        sound SQUISHED
        state troop_body_jibs
        state standard_jibs
        killit 
      }
      break
    }
    else 
      state checksquished
    break
    ifactioncount 2
    {
      ifrnd	64
      {
        soundonce PRED_DYING
        action AMYTROOPDEAD
      }
    }
  }
  else
    ifaction AMYTROOPDYING
  {
    state mytroopdying
    break
    ifhitweapon
      state checkedfhit
    break 
  {
  else
    ifaction AMYTROOPFLINTCH
  {
    ifactioncount 4
      ai AIMYTROOPSEEKENEMY
  }
  else
  {
    ifai AIMYTROOPSEEKPLAYER
      state mytroopseekstate
    else    
      ifai AIMYTROOPJETPACK
    {
      state mytroopjetpackstate
      ifinwater nullop
      else
        soundonce DUKE_JETPACK_IDLE
    }
    else
      ifai AIMYTROOPSEEKENEMY
        state mytroopseekstate
    else
      ifai AIMYTROOPSHOOTING
        state mytroopshootstate
    else
      ifai AIMYTROOPFLEEING
        state mytroopfleestate
    else
      ifai AIMYTROOPFLEEINGBACK
        state mytroopfleestate
    else 
      ifai AIMYTROOPDODGE
        state mytroopseekstate
    else  
      ifai AIMYTROOPSHRUNK
        state mytroopshrunkstate
  }
  
  ifhitweapon 
    state checkedfhit
  else
    state checksquished
ends  

state checkedfpalette
  ifai 0
  {
    ifspritepal 0
        nullop
    else
        ifspritepal 21
          addstrength MYTROOPSTRENGHT // Double the hitpoint vals
  }
ends


useractor enemy MYTROOPJETPACK MYTROOPSTRENGHT
  state checkedfpalette
  ai AIMYTROOPJETPACK
  cactor MYTROOP
enda

  
useractor enemy MYTROOPSHOOT MYTROOPSTRENGHT AMYTROOPSTAND
  state checkedfpalette
  ai AIMYTROOPSHOOTING
  cactor MYTROOP
enda  
useractor enemy MYTROOPSTAYPUT MYTROOPSTRENGHT AMYTROOPSTAYSTAND
  state checkedfpalette
  ai AIMYTROOPSEEKPLAYER
  cactor MYTROOP
enda
useractor enemy MYTROOPRUNNING MYTROOPSTRENGHT AMYTROOPSTAND
  state checkedfpalette
  ai AIMYTROOPSEEKPLAYER
  cactor MYTROOP
enda 

useractor enemy MYTROOP MYTROOPSTRENGHT AMYTROOPSTAND
  sizeat 40 40
  state checkedfpalette
  state mytroopcode
enda  



This post has been edited by Mikko Pekkola: 10 February 2013 - 05:24 AM

0

User is offline   Mikko 

  • Honored Donor

#49

This is a joke, right?
1

#50

View PostMikko_Sandt, on 10 February 2013 - 05:38 AM, said:

This is a joke, right?


It isn't. Just tell me in what line says "sate mytroopstate" instead of "state mytroopshootstate" and how many of opening and closing braces do you see

This post has been edited by Mikko Pekkola: 10 February 2013 - 05:50 AM

0

#51

right now i get these kinds of errors

Posted Image
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User is offline   Hank 

#52

View PostMikko Pekkola, on 10 February 2013 - 05:41 AM, said:

It isn't. Just tell me in what line says "sate mytroopstate" instead of "state mytroopshootstate" and how many of opening and closing braces do you see

I repeat one more time, upload your entire game.con file to the paste bin

this is a sample (In 24 hours it will be deleted)
http://pastebin.com/ehxNRmG0

Refer to the numbers in the column to the left, each line of code is numbered.
And now refer to the * ERROR!(L8746) Found more '{' than '}' before 'ends' . If your code is uploaded, anyone, including yourself, can easily scroll down to line L8746 and track the brace problem. I tried this DNCE editor, looks good but is somewhat useless.

Also, items like spelling errors and code completion issues, are to be solved by the programmer. No one will actually help there. It is like washing dishes for your next door neighbor.:P
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User is offline   Kyanos 

#53

View PostMikko_Sandt, on 10 February 2013 - 05:38 AM, said:

This is a joke, right?


It sure is funny :P
1

#54

View PostHank, on 10 February 2013 - 07:43 AM, said:

I repeat one more time, upload your entire game.con file to the paste bin

this is a sample (In 24 hours it will be deleted)
http://pastebin.com/ehxNRmG0

Refer to the numbers in the column to the left, each line of code is numbered.
And now refer to the * ERROR!(L8746) Found more '{' than '}' before 'ends' . If your code is uploaded, anyone, including yourself, can easily scroll down to line L8746 and track the brace problem. I tried this DNCE editor, looks good but is somewhat useless.

Also, items like spelling errors and code completion issues, are to be solved by the programmer. No one will actually help there. It is like washing dishes for your next door neighbor.:P


Wait a minute, have you ever tried DNCE and did you do this sample game.con?

Thanks anyway, i'll need to go and upload the entire game.con file to the paste bin
0

#55

OK, the entire game.con file is now uploaded to the paste bin

http://pastebin.com/xmzakyFv

This post has been edited by Mikko Pekkola: 10 February 2013 - 08:48 AM

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User is offline   Hank 

#56

View PostMikko Pekkola, on 10 February 2013 - 08:40 AM, said:

OK, the entire game.con file is now uploaded to the paste bin

I have the DNCE editor on my machine. For me to help anyone, I need to be able to walk in their shoes, to see what they see.
p.s. if we keep this up, this thread will be on the funny pages :P

I wont do double post, added now
Now we go to the basics. On line 8745 is the closing brace for the 'else' statement starting at line 8740. What is missing is the correlating closing brace for the opening brace found on line 8739. So you need to add a new closing brace after the one on line 8745. (I hope this even makes sense)

There is a horde of brace errors in your last compile report. So I stress this item, each opening brace needs a closing brace. Get a cup of coffee, and methodically track all opening braces and make sure each have a closing brace, at a position relative to the actual statement.


This is frustrating work. To help you try Notepad++, is has a color coded brace highlighter, which would make your life a bit simpler.

Here is the link for the editor http://www.notepad-plus-plus.org/

This post has been edited by Hank: 10 February 2013 - 09:23 AM

0

#57

View PostHank, on 10 February 2013 - 08:48 AM, said:

I have the DNCE editor on my machine. For me to help anyone, I need to be able to walk in their shoes, to see what they see.
p.s. if we keep this up, this thread will be on the funny pages :P

I wont do double post, added now
Now we go to the basics. On line 8745 is the closing brace for the 'else' statement starting at line 8740. What is missing is the correlating closing brace for the opening brace found on line 8739. So you need to add a new closing brace after the one on line 8745. (I hope this even makes sense)

There is a horde of brace errors in your last compile report. So I stress this item, each opening brace needs a closing brace. Get a cup of coffee, and methodically track all opening braces and make sure each have a closing brace, at a position relative to the actual statement.


This is frustrating work. To help you try Notepad++, is has a color coded brace highlighter, which would make your life a bit simpler.

Here is the link for the editor http://www.notepad-plus-plus.org/


Thanks, buddy. You're very kind :D
0

#58

One more thing: This thread is serious. There's no way this thread would be funny

I was not joking, i was asking for help.
1

User is offline   Hank 

#59

View PostMikko Pekkola, on 10 February 2013 - 09:50 AM, said:

One more thing: This thread is serious. There's no way this thread would be funny

I was not joking, i was asking for help.

From your perspective it is dead serious, for me, and probably others, who have been through this, it is funny.
Once you've got the concept in your blood, you too will laugh about it; - this with a 100% guaranty, or your money back :P.
0

#60

I'm going to try out this Notepad ++. It makes much easier to know, in what number any line has
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