Map Making Tutorial II
Error Output Wrote:C:\Program Files (x86)\GTA San Andreas\Windows Server\pawno\deathrun01.pwn(12) : fatal error 100: cannot read from file: "SumoCore2_upd3"

Compilation aborted.Pawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase


1 Error.

i just download and place them in the correct place, but there's another new error
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You need to rename that to whatever you named the test file to.
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[17:42:17] <@SugarMommy> *aaah daddy~ .. spank me.. HArd~*
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i saved the test file as jSSumoTest.inc
place it in include folder in pawno folder
rename include to #include <jSSumoTest>
and then

Error Output Wrote:C:\Program Files (x86)\GTA San Andreas\Windows Server\pawno\include\jSSumoTest.inc(84) : error 017: undefined symbol "CHEAT_MODE"
C:\Program Files (x86)\GTA San Andreas\Windows Server\pawno\deathrun01.pwn(295) : warning 203: symbol is never used: "ALLOWED_FAV_TYPE"
Pawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase


1 Error.
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Just delete everything relating to cheat mode, it'd no longer used and the test files aren't updated anymore as no one really tests shit.
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[17:42:17] <@SugarMommy> *aaah daddy~ .. spank me.. HArd~*
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thank you, its compiled now
i wanna asking my moving objects code

Code:
new spin1 = CreateObject(3378,3428.13,1329.99,7.30,0.00,0.00,0.00,500);
new spin2 = CreateObject(3378,3432.53,1392.59,7.30,0.00,0.00,0.00,500);
MoveObject (spin1, 0, 0, 0, 0.0001, 180.0, 0.0, 0.0);
MoveObject (spin2, 0, 0, 0, 0.0001, -180.0, 0.0, 0.0);

the code successfully created objects there
the code successfully rotate the objects
but the objects didnt rotate continuously like a fan
edit: the objects already at the final position(upside down) when the server loaded
when i change the speed like 1, 10, 60, it makes the objects loaded at different coor(it feels like i change the x and y coor)
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I have no idea how to move objects reliably, only up and down, perhaps someone else knows better?
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[17:42:17] <@SugarMommy> *aaah daddy~ .. spank me.. HArd~*
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i have question, how to make objects move triggered by player with checkpoint?
rdl and bunny suggest me to use checkpoint because it's easier

it's my map right now, later i'll make the long-block stayed up there
what i wanted is checkpoint on the ramp, so when 1 player make a jump/hit the checkpoint, that triggered the long-block to goes down and up, after the long-block stayed up there, 1-2 seconds the checkpoint show up again
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thank you before
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Good looking map though.
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