Bernt Posted December 26, 2010 Report Share Posted December 26, 2010 Hello,I added 2 lines to my script, but now i recieve a error.I hope some one can help me.This i added: // BMA-Einsätze initialisieren ofz->PushActionExecuteCommand(ACTION_APPEND,"bmaeinsatz_initialisierung",ofz,0,false);My script://////////////////////////////////////////////////////////////////////////////////////////////////////////// Brabant Mod - Freeplay - Script v1.1 //// ************************************* //// //// 1.0| FPPlaceUnits //// | | //// | |- Units worden geplaatst, comment lijnen (//) is verdeeld in blokken. //// | | Elk van hen kan worden verwijderd zonder dat het script fouten geeft. //// | | //// | '- Die met een Ster (*) markeert is moet aangepast worden. //// | Meerdere sterren betekent dat er meedere dingen moeten worden aangepast //// | Daarbij geld: 2 steren 2 aanpassingen, enzo verder. //// | //// 2.0| FPMSG_1 //// | //// 2.1| FPMSG_2 //// | //// 3.0| OnLoad //// //// _____________________ //// Skript frei fuer alle ////////////////////////////////////////////////////////////////////////////////////////////////////////////// 1.0void FPPlaceUnits(){ // Grüne Schatten deaktivieren System::SetEnv("e4_doocclusion", 0); Camera::SetMinCamZ(500.0f); Camera::SetMaxCamZ(9000.0f); Camera::SetMinCamPitch(20.0f); Camera::SetMaxCamPitch(90.0f); // Parameter fuer Fahrzeugerzeugung definieren Vector parkplatz; Actor parkobj; float rot[9]; float childRot[9]; Vehicle v; ActorList l1; GameObjectList vl; GameObject *o1; GameObjectList ol1; GameObject *o2; GameObjectList ol2; GameObject *ofz; GameObjectList lfz; ActorList fzl; //Mission::PlayHint("Meldkamer word ingericht"); ol1=Game::GetGameObjects("LeitstellePerson"); if(ol1.GetNumObjects() > 0) { //Brandweer1 o1 = *ol1.GetObject(0); Game::AddToGroup(o1,0); Person p1(o1); p1.AssignCommand("Alarmering_Neven"); p1.AssignCommand("Alarmering_Centrum"); p1.AssignCommand("Alarmering_PostN"); p1.AssignCommand("Alarmering_PostC"); //Brandweer2 o1 = *ol1.GetObject(1); Game::AddToGroup(o1,1); Person p2(o1); p2.AssignCommand("PCmdFPAlarmTS3P"); p2.AssignCommand("PCmdFPAlarmAL2P"); p2.AssignCommand("PCmdFPAlarmSWP"); p2.AssignCommand("PCmdFPAlarmTWP"); p2.AssignCommand("PCmdFPAlarmDB2P"); //Ambulance o1 = *ol1.GetObject(2); Game::AddToGroup(o1,2); Person p3(o1); p3.AssignCommand("Alarmambu"); p3.AssignCommand("PCmdFPAlarmFR"); p3.AssignCommand("PCmdFPAlarmMMTA"); p3.AssignCommand("PCmdFPAlarmOVDG"); p3.AssignCommand("PCmdFPAlarmLH"); //Politie o1 = *ol1.GetObject(3); Game::AddToGroup(o1,3); Person p4(o1); p4.AssignCommand("PCmdFPAlarmTouran"); p4.AssignCommand("PCmdFPAlarmTouran2"); p4.AssignCommand("PCmdFPAlarmTouran3"); p4.AssignCommand("PCmdFPAlarmGolf"); p4.AssignCommand("PCmdFPAlarmGolf2"); p4.AssignCommand("PCmdFPAlarmGolf3"); p4.AssignCommand("PCmdFPAlarmT5"); p4.AssignCommand("PCmdFPAlarmOVDP"); //Overige o1 = *ol1.GetObject(4); Game::AddToGroup(o1,4); Person p5(o1); p5.AssignCommand("PCmdFPAlarmEOC"); p5.AssignCommand("PCmdFPAlarmANWB"); //Buiten de map o1 = *ol1.GetObject(5); Game::AddToGroup(o1,5); Person p6(o1); p6.AssignCommand("PCmdFPAlarmMEA"); p6.AssignCommand("PCmdFPAlarmVOA"); p6.AssignCommand("PCmdFPAlarmATA"); p6.AssignCommand("PCmdFPAlarmHV2P"); p6.AssignCommand("PCmdFPAlarmA1"); p6.AssignCommand("PCmdFPAlarmA2"); p6.AssignCommand("PCmdFPAlarmA3"); p6.AssignCommand("PCmdFPAlarmA4"); } else { Mission::PlayHint("Kan de centralisten niet vinden!"); } ol2 = Game::GetGameObjects("Meldkamer"); if(ol2.GetNumObjects() > 0) { o2 = *ol2.GetObject(0); OpenHouse oh(o2); oh.ShowCeiling(false,false,false); } else { Mission::PlayHint("Kan de meldkamer niet vinden!"); } // BMA-Einsätze initialisieren ofz->PushActionExecuteCommand(ACTION_APPEND,"bmaeinsatz_initialisierung",ofz,0,false); //Mission::PlayHint("Hulpverleningsvoertuigen worden op de map gezet!");/////// Touran /////////////////////////////////////////////////////////////////////////////////////////////////////////// vl=Game::GetGameObjects("Touran"); // * if(vl.GetNumObjects() > 0) { Mission::PlayHint("STW1 befindet sich bereits auf der Karte!"); // * } else { l1=Game::GetActors("Touran"); // * if(l1.GetNumActors() > 0) { parkobj = *l1.GetActor(0); parkplatz = parkobj.GetPosition(); v = Game::CreateVehicle("mod:Prototypes/Vehicles/03Politie/touran_weiss.e4p","Touran"); // ** v.SetSpeed(14.0f); // * v.SetMaxPassengers(2); // * v.SetMaxTransports(2); // * v.EnableBlueLights(false); v.EnableBreakLights(false); v.EnableSpecialLights(false); v.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); // * Math::MultiplyMatrices(childRot, rot); v.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); v.SetPosition(parkplatz); v.SetCommandable(false); v.RemoveCommand("DUMMYHasAutoSiren"); v.RemoveCommand("GoHome"); v.AssignCommand("DUMMYFPIsFreeForAlert"); v.AssignCommand("VCmdFPSetFreeForAlert"); v.AssignCommand("DUMMYFPIsInBase"); v.AssignCommand("VCmdFPGoHome"); v.SetParking(true); // test } else { Mission::PlayHint("Kann Parkplatz fuer STW1 nicht finden!"); // * } }///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// };// 2.0void FPMSG_1(){ //Mission::PlayHint("Kaart word ingericht");};// 2.1void FPMSG_2(){ Camera::SetCameraToLocation("Meldkamer"); Mission::PlayHint("Kaart ingericht! Michael en Bernt wensen u veel plezier met het spelen van de mod!!");};// 3.0bool OnLoad(){ FPMSG_1(); FPPlaceUnits(); FPMSG_2(); Process::Kill(); return true;} Happy x-mas Quote Link to comment Share on other sites More sharing options...
Xplorer4x4 Posted December 26, 2010 Report Share Posted December 26, 2010 Hit the retry button and it will tell you a line number. Post that. Quote Link to comment Share on other sites More sharing options...
Bernt Posted December 26, 2010 Author Report Share Posted December 26, 2010 Thanks! he say's line 127 Quote Link to comment Share on other sites More sharing options...
Tian318 Posted December 27, 2010 Report Share Posted December 27, 2010 line 127 is nothing,....(see pic)So you would have an error in the lines above it.Most times i have something like that(wrong error line)means i forgot to close an object, or function.So my guess would be there. Quote Link to comment Share on other sites More sharing options...
SleepyLizard Posted December 27, 2010 Report Share Posted December 27, 2010 Dont you need to have "};" at the the bottom of the script instead of "}"its the only thing i can see atm that looks out of place. Quote Link to comment Share on other sites More sharing options...
Tian318 Posted December 27, 2010 Report Share Posted December 27, 2010 that is what i thought first to..but if you start the script at line 1:void FPPlaceUnits(){you would get a if/else to that part. if(ol1.GetNumObjects() > 0) {So the line 127 is not done with the script.All lines are part of the first part.and closes here: }///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// };(line 187)Although on the bottom line you could be correctbool OnLoad(){ FPMSG_1(); FPPlaceUnits(); FPMSG_2(); Process::Kill(); return true;} there the ; behind the } is indeed missing.All other "void" are closed by }; but the bool is not.But that is not till line 211.and the script reports the error much sooner. Quote Link to comment Share on other sites More sharing options...
Tian318 Posted December 27, 2010 Report Share Posted December 27, 2010 When i add the ; after the } on line 211.The script gives me a new error line: 142.This is the empty line after: 141ofz->PushActionExecuteCommand(ACTION_APPEND,"bmaeinsatz_initialisierung",ofz,0,false);So that is the line you added, where something is wrong with it.Dunno what, the line looks ok to me,..are you sure that this:"bmaeinsatz_initialisierung"Is correctly spelled and all? Quote Link to comment Share on other sites More sharing options...
Bernt Posted December 27, 2010 Author Report Share Posted December 27, 2010 Yes it correctly,Some one say this: i don't understand it:ofz is not defined,you choose ofz as a GameObject, an used it later in the script.But you did not choose which Object ofz is..Hope i can help..sorry for my bad English! Quote Link to comment Share on other sites More sharing options...
Tian318 Posted December 27, 2010 Report Share Posted December 27, 2010 Yes it correctly,Some one say this: i don't understand it:[nl]vrij simpel.Je roept een object aan genaamt ofz, zonder in het script aan te geven wat de ofz dan wel moet zijn.In andere worden je roept iets op wat niet bestaat, hierdoor geeft hij de fout.je kunt nou eenmaal niet iets oproepen wat niet bestaat.je zult de "ofz" een definitie moeten geven. en dan zou lijn 141 wel goed moeten zijn.[en]easy,You forgot to define the "ofz" tag, that way the script is calling out for something that does not exist.therefor making the script cause an error(you can't call what does not exist)You would need to define the "ofz" and then the line should workWijziging:He sosi.script doet dit bijvoorbeeld door: const char PROTO_deconp[] = "mod:Prototypes/Vehicles/Fire Department/deconp.e4p";Weet niet of jij de zelfde soort kan gebruiken...Maar je moet wel iets "creëren" om het later op te roepen.Edit:The sosi.script uses defines like this: const char PROTO_deconp[] = "mod:Prototypes/Vehicles/Fire Department/deconp.e4p";Not sure you could use a line like that.But you need to "create" the object before you call it. Quote Link to comment Share on other sites More sharing options...
Tian318 Posted December 27, 2010 Report Share Posted December 27, 2010 [NL] Foutje gevonden, je moet het GameObject nog verder defineren dan alleen: "GameObject *ofz;"[EN] Error fount, the define was not enough to leave it as: "GameObject *ofz;"code ziet er nu zo uit:code looks like this now://////////////////////////////////////////////////////////////////////////////////////////////////////////// Brabant Mod - Freeplay - Script v1.1 //// ************************************* //// //// 1.0| FPPlaceUnits //// | | //// | |- Units worden geplaatst, comment lijnen (//) is verdeeld in blokken. //// | | Elk van hen kan worden verwijderd zonder dat het script fouten geeft. //// | | //// | '- Die met een Ster (*) markeert is moet aangepast worden. //// | Meerdere sterren betekent dat er meedere dingen moeten worden aangepast //// | Daarbij geld: 2 steren 2 aanpassingen, enzo verder. //// | //// 2.0| FPMSG_1 //// | //// 2.1| FPMSG_2 //// | //// 3.0| OnLoad //// //// _____________________ //// Skript frei fuer alle //// Bug fix by : Tian318 ////////////////////////////////////////////////////////////////////////////////////////////////////////////// 1.0void FPPlaceUnits(){ // Grüne Schatten deaktivieren System::SetEnv("e4_doocclusion", 0); Camera::SetMinCamZ(500.0f); Camera::SetMaxCamZ(9000.0f); Camera::SetMinCamPitch(20.0f); Camera::SetMaxCamPitch(90.0f); // Parameter fuer Fahrzeugerzeugung definieren Vector parkplatz; Actor parkobj; float rot[9]; float childRot[9]; Vehicle v; ActorList l1; GameObjectList vl; GameObject *o1; GameObjectList ol1; GameObject *o2; GameObjectList ol2; GameObject *ofz; GameObjectList lfz; ActorList fzl; //Mission::PlayHint("Meldkamer word ingericht"); ol1=Game::GetGameObjects("LeitstellePerson"); if(ol1.GetNumObjects() > 0) { //Brandweer1 o1 = *ol1.GetObject(0); Game::AddToGroup(o1,0); Person p1(o1); p1.AssignCommand("Alarmering_Neven"); p1.AssignCommand("Alarmering_Centrum"); p1.AssignCommand("Alarmering_PostN"); p1.AssignCommand("Alarmering_PostC"); //Brandweer2 o1 = *ol1.GetObject(1); Game::AddToGroup(o1,1); Person p2(o1); p2.AssignCommand("PCmdFPAlarmTS3P"); p2.AssignCommand("PCmdFPAlarmAL2P"); p2.AssignCommand("PCmdFPAlarmSWP"); p2.AssignCommand("PCmdFPAlarmTWP"); p2.AssignCommand("PCmdFPAlarmDB2P"); //Ambulance o1 = *ol1.GetObject(2); Game::AddToGroup(o1,2); Person p3(o1); p3.AssignCommand("Alarmambu"); p3.AssignCommand("PCmdFPAlarmFR"); p3.AssignCommand("PCmdFPAlarmMMTA"); p3.AssignCommand("PCmdFPAlarmOVDG"); p3.AssignCommand("PCmdFPAlarmLH"); //Politie o1 = *ol1.GetObject(3); Game::AddToGroup(o1,3); Person p4(o1); p4.AssignCommand("PCmdFPAlarmTouran"); p4.AssignCommand("PCmdFPAlarmTouran2"); p4.AssignCommand("PCmdFPAlarmTouran3"); p4.AssignCommand("PCmdFPAlarmGolf"); p4.AssignCommand("PCmdFPAlarmGolf2"); p4.AssignCommand("PCmdFPAlarmGolf3"); p4.AssignCommand("PCmdFPAlarmT5"); p4.AssignCommand("PCmdFPAlarmOVDP"); //Overige o1 = *ol1.GetObject(4); Game::AddToGroup(o1,4); Person p5(o1); p5.AssignCommand("PCmdFPAlarmEOC"); p5.AssignCommand("PCmdFPAlarmANWB"); //Buiten de map o1 = *ol1.GetObject(5); Game::AddToGroup(o1,5); Person p6(o1); p6.AssignCommand("PCmdFPAlarmMEA"); p6.AssignCommand("PCmdFPAlarmVOA"); p6.AssignCommand("PCmdFPAlarmATA"); p6.AssignCommand("PCmdFPAlarmHV2P"); p6.AssignCommand("PCmdFPAlarmA1"); p6.AssignCommand("PCmdFPAlarmA2"); p6.AssignCommand("PCmdFPAlarmA3"); p6.AssignCommand("PCmdFPAlarmA4"); ///////////////////////////////////////////////////// // OFZ GameObject aanmaken voor de aanroeping later// ///////////////////////////////////////////////////// ofz = *ol1.GetObject(6); Game::AddToGroup(ofz,6); Person p7(o1); p7.AssignCommand("Alarmering_Neven"); p7.AssignCommand("Alarmering_Centrum"); p7.AssignCommand("Alarmering_PostN"); p7.AssignCommand("Alarmering_PostC"); } else { Mission::PlayHint("Kan de centralisten niet vinden!"); } ol2 = Game::GetGameObjects("Meldkamer"); if(ol2.GetNumObjects() > 0) { o2 = *ol2.GetObject(0); OpenHouse oh(o2); oh.ShowCeiling(false,false,false); } else { Mission::PlayHint("Kan de meldkamer niet vinden!"); } // BMA-Einsätze initialisieren ofz->PushActionExecuteCommand(ACTION_APPEND,"bmaeinsatz_initialisierung",ofz,0,false); //Mission::PlayHint("Hulpverleningsvoertuigen worden op de map gezet!");/////// Touran /////////////////////////////////////////////////////////////////////////////////////////////////////////// vl=Game::GetGameObjects("Touran"); // * if(vl.GetNumObjects() > 0) { Mission::PlayHint("STW1 befindet sich bereits auf der Karte!"); // * } else { l1=Game::GetActors("Touran"); // * if(l1.GetNumActors() > 0) { parkobj = *l1.GetActor(0); parkplatz = parkobj.GetPosition(); v = Game::CreateVehicle("mod:Prototypes/Vehicles/03Politie/touran_weiss.e4p","Touran"); // ** v.SetSpeed(14.0f); // * v.SetMaxPassengers(2); // * v.SetMaxTransports(2); // * v.EnableBlueLights(false); v.EnableBreakLights(false); v.EnableSpecialLights(false); v.GetRotation(rot[0], rot[1], rot[2], rot[3], rot[4], rot[5], rot[6], rot[7], rot[8]); Math::EulerToMatrix(0.f, 0.f, 0.f, childRot); // * Math::MultiplyMatrices(childRot, rot); v.SetRotation(childRot[0], childRot[1], childRot[2], childRot[3], childRot[4], childRot[5], childRot[6], childRot[7], childRot[8]); v.SetPosition(parkplatz); v.SetCommandable(false); v.RemoveCommand("DUMMYHasAutoSiren"); v.RemoveCommand("GoHome"); v.AssignCommand("DUMMYFPIsFreeForAlert"); v.AssignCommand("VCmdFPSetFreeForAlert"); v.AssignCommand("DUMMYFPIsInBase"); v.AssignCommand("VCmdFPGoHome"); v.SetParking(true); // test } else { Mission::PlayHint("Kann Parkplatz fuer STW1 nicht finden!"); // * } }///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// };// 2.0void FPMSG_1(){ //Mission::PlayHint("Kaart word ingericht");};// 2.1void FPMSG_2(){ Camera::SetCameraToLocation("Meldkamer"); Mission::PlayHint("Kaart ingericht! Michael en Bernt wensen u veel plezier met het spelen van de mod!!");};// 3.0bool OnLoad(){ FPMSG_1(); FPPlaceUnits(); FPMSG_2(); Process::Kill(); return true;};ik voegde toe:i added: ofz = *ol1.GetObject(6); Game::AddToGroup(ofz,6); Person p7(o1); p7.AssignCommand("Alarmering_Neven"); p7.AssignCommand("Alarmering_Centrum"); p7.AssignCommand("Alarmering_PostN"); p7.AssignCommand("Alarmering_PostC");[NL]De P moet uniek zijn. ik koos hier voor 10 omdat ik wist dat die vrij was.De P nummers bij de commands moeten met het P nummer van Person overeen komen.[EN]The P must be unique. i picked 10 here, because i knew for sure that the number was free.The P number for the commands must be the same as the P number of the person. Quote Link to comment Share on other sites More sharing options...