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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Tue Nov 18, 2008 6:34 am Post subject: once again asking for help... |
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well i wanted to add in a menu for choosing classes... and i got through the entire code again but with 1 error and i cant seem to find the cause of it.... it has to be something i dont understand at my current skill level...
anyways... this is the tutorial i used
http://www.inside3d.com/showtutorial.php?id=133
the line of code it screws up on is, line 1253 in weapons.qc. where it says "Second Impulse" it says its an unknown command.... _________________ QuakeDB - Quake ModDB Group |
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Electro
Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia
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Posted: Tue Nov 18, 2008 11:20 am Post subject: |
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Move the SecondImpulse function to above ImpulseCommands.
It's because it doesn't know what SecondImpulse is yet when you're trying to call it within ImpulseCommands, it hasn't been defined. _________________ Unit reporting!
http://www.bendarling.net/ |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Tue Nov 18, 2008 5:57 pm Post subject: |
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awsome i figured it had something to do with that. i knew that was the problem... but i didnt know exactly what to do to fix it. im learning more an more. Thank you for your help making a mental note about problems like this  _________________ QuakeDB - Quake ModDB Group |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Tue Nov 18, 2008 7:20 pm Post subject: |
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ok... now my problem is , is that the code does nothing... nothing pops up at all...
Quote: | Save it all and compile and prepare for the menu to show up on the screen when you first start the game. |
_________________ QuakeDB - Quake ModDB Group |
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Electro
Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia
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Posted: Tue Nov 18, 2008 9:00 pm Post subject: |
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c_none needs to be set to 1, make sure you're doing this in putclientinserver like the tutorial says.
Calling the GetClass function is what will be printing the stuff on the screen. Make sure that's being called in PlayerPostThink.
I don't see anything else immediately noticeable that would cause it to not work.
It is pretty sloppy menu code though, things can be done a lot nicer. I learned how to do menus from FrikaC. It's probably worth taking a good look at his waypoint manager code in Frikbot if you can't manage to get this one working. _________________ Unit reporting!
http://www.bendarling.net/ |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Wed Nov 19, 2008 1:21 am Post subject: |
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no... none of that did everything, even compiles , just in game nothing actually happens. Do i need classes already implemented and working before this works? _________________ QuakeDB - Quake ModDB Group |
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Electro
Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia
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Posted: Wed Nov 19, 2008 1:38 am Post subject: |
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Hmm nope, should be printing stuff in the middle of your screen and accepting impulses 1 and 2 only. Until you do one of those, then the menu disappears. _________________ Unit reporting!
http://www.bendarling.net/ |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Wed Nov 19, 2008 1:47 am Post subject: |
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if i upload my files somewhere would you be willing to look over the specifics? the tutorial was really easy to understand so it didnt take long to do other than the 1 part where it was on the bottem and needed to be on top... _________________ QuakeDB - Quake ModDB Group |
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Electro
Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Electro
Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia
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Posted: Wed Nov 19, 2008 2:22 am Post subject: |
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I'm at work at the moment, so i won't be able to check it until tonight.
Will get back to you tomorrow. _________________ Unit reporting!
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Fri Nov 21, 2008 3:19 am Post subject: |
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anyone else might know why it wouldnt be working? (while i wait ) _________________ QuakeDB - Quake ModDB Group |
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Electro
Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia
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Posted: Fri Nov 21, 2008 9:17 am Post subject: |
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Sorry have been really busy. Finally got a chance to check it out. Didn't work when I ran it with your progs.dat
I put frikgui.exe in the QC directory and compiled with that and loaded it up again. It works perfectly. No code changes at all
So yeah, need to sort out what you're compiling with or something, as that seems to be what's causing the problem(s). _________________ Unit reporting!
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Fri Nov 21, 2008 2:30 pm Post subject: |
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thanks again, i understand what its like to be busy... i think in the past three days iv had like at the most 12 hours of sleep.... _________________ QuakeDB - Quake ModDB Group |
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