learning to add a weapon.
learning to add a weapon.
hey i been having an issue with compiling again... iv been trying all night its now 3:49 am... i just cant figure out what iv done wrong.
this is the tutorial iv been fallowing : http://inside3d.com/showtutorial.php?id=60
the only part i didnt fallow was the part of adding it to the cheat command i dont want that. i just added a line in the fgd to add it to a map .
this is the error im getting.
this is the tutorial iv been fallowing : http://inside3d.com/showtutorial.php?id=60
the only part i didnt fallow was the part of adding it to the cheat command i dont want that. i just added a line in the fgd to add it to a map .
this is the error im getting.
Probably you have an else that's been separated from its if statement by some code you added; or perhaps you deleted or rewrote an if statement and left the else dangling. Mind posting that section of items.qc (say, lines 400-500) so we can take a look?
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
i dont think so it all looks right.... iv looked over the original code and it all seems to be set up exactly the same way.
Code: Select all
/*
=============
weapon_touch - lines 385- 505
=============
*/
float() W_BestWeapon;
void() weapon_touch =
{
local float hadammo, best, new, old;
local entity stemp;
local float leave;
if (!(other.flags & FL_CLIENT))
return;
// if the player was using his best weapon, change up to the new one if better
stemp = self;
self = other;
best = W_BestWeapon();
self = stemp;
if (deathmatch == 2 || coop)
leave = 1;
else
leave = 0;
if (self.classname == "weapon_nailgun")
{
if (leave && (other.items & IT_NAILGUN) )
return;
hadammo = other.ammo_nails;
new = IT_NAILGUN;
other.ammo_nails = other.ammo_nails + 30;
}
else if (self.classname == "weapon_supernailgun")
{
if (leave && (other.items & IT_SUPER_NAILGUN) )
return;
hadammo = other.ammo_rockets;
new = IT_SUPER_NAILGUN;
other.ammo_nails = other.ammo_nails + 30;
}
else if (self.classname == "weapon_supershotgun")
{
if (other.ammo_shells = 20 && (other.items & IT_SUPER_SHOTGUN))
{
new = IT_Sniper;
other.ammo_shells = other.ammo_shells + 20;
}
if (leave && (other.items & IT_SUPER_SHOTGUN) )
return;
hadammo = other.ammo_rockets;
new = IT_SUPER_SHOTGUN;
other.ammo_shells = other.ammo_shells + 5;
}
else if (self.classname == "weapon_rocketlauncher")
{
if (leave && (other.items & IT_ROCKET_LAUNCHER) )
return;
hadammo = other.ammo_rockets;
new = IT_ROCKET_LAUNCHER;
other.ammo_rockets = other.ammo_rockets + 5;
}
else if (self.classname == "weapon_grenadelauncher")
{
if (leave && (other.items & IT_GRENADE_LAUNCHER) )
return;
hadammo = other.ammo_rockets;
new = IT_GRENADE_LAUNCHER;
other.ammo_rockets = other.ammo_rockets + 5;
}
else if (self.classname == "weapon_lightning")
{
if (leave && (other.items & IT_LIGHTNING) )
return;
hadammo = other.ammo_rockets;
new = IT_LIGHTNING;
other.ammo_cells = other.ammo_cells + 15;
}
else
objerror ("weapon_touch: unknown classname");
sprint (other, "You got the ");
sprint (other, self.netname);
sprint (other, "\n");
// weapon touch sound
sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
stuffcmd (other, "bf\n");
bound_other_ammo ();
// change to the weapon
old = other.items;
other.items = other.items | new;
stemp = self;
self = other;
if (!deathmatch)
self.weapon = new;
else
Deathmatch_Weapon (old, new);
W_SetCurrentAmmo();
self = stemp;
if (leave)
return;
// remove it in single player, or setup for respawning in deathmatch
self.model = string_null;
self.solid = SOLID_NOT;
if (deathmatch == 1)
self.nextthink = time + 30;
self.think = SUB_regen;
activator = other;
SUB_UseTargets(); // fire all targets / killtargets
};
Looks fine as far as I can see. :/
The assignment in conditional comes from this line:
if (other.ammo_shells = 20 && (other.items & IT_SUPER_SHOTGUN))
tbh the logic here is a little broken... but it shouldn't generate any actual compiler errors, it just won't run right.
19 lines later is this line:
else if (self.classname == "weapon_grenadelauncher")
I really don't see how that else could be misplaced.
The only thing I can think of is that its somehow complaining about something hidden in whitespace.. but that doesn't really make much sense, as it would be moaning about a missing operator rather than a variable.
Bizzare.
fix it!
The assignment in conditional comes from this line:
if (other.ammo_shells = 20 && (other.items & IT_SUPER_SHOTGUN))
tbh the logic here is a little broken... but it shouldn't generate any actual compiler errors, it just won't run right.
19 lines later is this line:
else if (self.classname == "weapon_grenadelauncher")
I really don't see how that else could be misplaced.
The only thing I can think of is that its somehow complaining about something hidden in whitespace.. but that doesn't really make much sense, as it would be moaning about a missing operator rather than a variable.
Bizzare.
fix it!
Yes, you'll want to fix the "if (other.ammo_shells = 20" to use a == instead of a = (a single = will set shells to 20 every time that if statement runs, which you probably don't want). Other than that, I'm not finding anything.
The line it's giving the error on is this one, right?
else if (self.classname == "weapon_grenadelauncher")
You can also try using fteqcc to see if it says something different about the error, or tags a different line.
The line it's giving the error on is this one, right?
else if (self.classname == "weapon_grenadelauncher")
You can also try using fteqcc to see if it says something different about the error, or tags a different line.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
ok, changing that fix it but now when i changed the fgd to add this weapon and i put it in my map and recompiled....
it doesnt show up ingame...
here's my fgd qc...
it doesnt show up ingame...
here's my fgd qc...
Code: Select all
@baseclass size(-16 -16 0, 16 16 32) color(0 0 200) base(Item, Appearflags) = Weapon []
@PointClass base(Weapon) = weapon_supershotgun : "Super shotgun" []
@PointClass base(Weapon) = weapon_nailgun : "Nailgun" []
@PointClass base(Weapon) = weapon_supernailgun : "Perforator" []
@PointClass base(Weapon) = weapon_grenadelauncher : "Grenade launcher" []
@PointClass base(Weapon) = weapon_rocketlauncher : "Rocket launcher" []
@PointClass base(Weapon) = weapon_lightning : "Thunderbolt" []
@PointClass base(Weapon) = weapon_sniper : "sniper" []
Does anyone know why the sniper rifle wont show up in my map? does it have to do with how i added the sniper as a new weapon in the game? because im thinking the way that the tutorial show'd me how to add the new weapon makes it use the same everything that the shotgun does instead of actually creating a new weapon. i may be wrong, but im still learning -.-
pardon me but it is 4am, and im barely awake
shouldn't this be like this?
Which basically means if you touch the DoubleShotgun , and you already had one, AND you have 100 shells, THEN, you magically have a SNIPER RIFLE now. This tut doesnt actually add a sniper rifle model to the map, it just changes the behavior of the DSG, under these circumstances.
Code: Select all
lse if (self.classname == "weapon_supershotgun")
{
if(other.shells = 100 && (other.items & IT_SUPER_SHOTGUN))
{
new = IT_SNIPER;
other.ammo_shells = other.ammo_shells + 20;
}
if (leave && (other.items & IT_SUPER_SHOTGUN) )
return;
hadammo = other.ammo_rockets;
new = IT_SUPER_SHOTGUN;
other.ammo_shells = other.ammo_shells + 5;
}
Code: Select all
else if (self.classname == "weapon_supershotgun")
{
if (other.shells == 100 && (other.items & IT_SUPER_SHOTGUN))//R00k added the '== 100' was '= 100'
{
new = IT_SNIPER;
other.ammo_shells = other.ammo_shells + 20;
}
else
{
if (leave && (other.items & IT_SUPER_SHOTGUN))
return;
hadammo = other.ammo_rockets; //what the f*ck is this here for??
new = IT_SUPER_SHOTGUN;
other.ammo_shells = other.ammo_shells + 5;
}
}
still having issues with this....
i get issues here
specifically here....
i get issues here
Code: Select all
{
if (other.shells = 10= && (other.items & IT_SUPER_SHOTGUN))
{
new = IT_SNIPER;
other.ammo_shells = other.ammo_shells + 20;
}
if (leave && (other.items & IT_SUPER_SHOTGUN) )
return;
hadammo = other.ammo_rockets;
new = IT_SUPER_SHOTGUN;
other.ammo_shells = other.ammo_shells + 5;
}
Code: Select all
if (other.shells = 10= && (other.items & IT_SUPER_SHOTGUN))
-
- InsideQC Staff
- Posts: 1120
- Joined: Sat Oct 16, 2004 3:34 pm
The problem is that it should be this:ceriux wrote:Code: Select all
if (other.shells = 10= && (other.items & IT_SUPER_SHOTGUN))
Code: Select all
if (other.shells == 10 && (other.items & IT_SUPER_SHOTGUN))
http://qexpo.tastyspleen.net/booth.php?id=131
There's an issue or two that I hadn't thought of with tutorial 3, but aside from that it's mostly good stuff.
Also, just in case error wants to stab me for saying that I was going to put these up on I3D's tutorial section, I can only say that I'm currently horribly busy right now with real life / work issues / quake burnout.