errores za
#1
L 06/11/2019 - 19:13:18: [AMXX] [0] zombie_apocalypse46-5-1.sma::aurashield_explode (line 12845)
L 06/11/2019 - 19:13:18: [AMXX] [1] zombie_apocalypse46-5-1.sma::fw_ThinkGrenade (line 4055)
L 06/11/2019 - 19:13:29: [AMXX] Run time error 10: native error (native "player_menu_info")
L 06/11/2019 - 19:13:29: [AMXX] [0] zombie_apocalypse46-5-1.sma::menu_player_list (line 8158)

linea de error menu_player_list
// Player List Menu
public menu_player_list(id, menuid, item)
{
// Not enough modes to send
if (g_modescount[id] < 1)
{
zp_colored_print(id, "^x04[ZA]^x01 Agotaste el máximo de modos que puedes enviar.")
return PLUGIN_HANDLED;
}

// Remember player's menu page
static menudummy
player_menu_info(id, menudummy, menudummy, MENU_PAGE_PLAYERS) linea 8158

// Menu was closed
if (item == MENU_EXIT)
{
show_menu_admin(id)
return PLUGIN_HANDLED;
}
// Get admin flags
static userflags; userflags = get_user_flags(id)

// Retrieve player id
static buffer[2], dummy, playerid
menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
playerid = buffer[0]

// Make sure it's still connected
if (g_isconnected[playerid])
{
// Perform the right action if allowed
switch (PL_ACTION)
{
case 0: // Zombiefy/Humanize command
{
if (userflags & g_access_flag[ACCESS_START_MODES])
{
if (g_class[playerid] >= ZOMBIE)
{
if (allowed_human(playerid))
command_onplayer(id, playerid, 1)
}
else
{
if (allowed_zombie(playerid))
command_onplayer(id, playerid, 0)
}
}
else
zp_colored_print(id, "^x04[ZA]^x01 No tienes acceso a esa opción.")
}
case 1: // Nemesis command
{
if (userflags & g_access_flag[ACCESS_START_MODES])
{
if (allowed_nemesis(playerid))
command_onplayer(id, playerid, 2)
}
else
zp_colored_print(id, "^x04[ZA]^x01 No tienes acceso a esa opción.")
}
case 2: // Alien command
{
if (userflags & g_access_flag[ACCESS_START_MODES])
{
if (allowed_alien(playerid))
command_onplayer(id, playerid, 3)
}
else
zp_colored_print(id, "^x04[ZA]^x01 No tienes acceso a esa opción.")
}
case 3: // Survivor command
{
if (userflags & g_access_flag[ACCESS_START_MODES])
{
if (allowed_survivor(playerid))
command_onplayer(id, playerid, 4)
}
else
zp_colored_print(id, "^x04[ZA]^x01 No tienes acceso a esa opción.")
}
case 4: // Wesker command
{
if (userflags & g_access_flag[ACCESS_START_MODES])
{
if (allowed_wesker(playerid))
command_onplayer(id, playerid, 5)
}
else
zp_colored_print(id, "^x04[ZA]^x01 No tienes acceso a esa opción.")
}
case 5: // Respawn command
{
if (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS])
{
if (allowed_respawn(playerid))
command_onplayer(id, playerid, 6)
}
else
zp_colored_print(id, "^x04[ZA]^x01 No tienes acceso a esa opción.")
}
}
}

show_menu_player_list(id)
return PLUGIN_HANDLED;
}

linea de error aurashield_explode
// Aura Shield Grenade Explosion
aurashield_explode(entity, owner)
{
// Get origin
static Float:originF[3]
pev(entity, pev_origin, originF)

// Make the explosion
create_blast4(originF)

// Owner killed or infected?
if (!is_user_valid_alive(owner) || g_class[owner] >= ZOMBIE)
{
// Get rid of the grenade
engfunc(EngFunc_RemoveEntity, entity)
return;
}

// Collisions
static victim
victim = -1

while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, NADE_EXPLOSION_RADIUS)) != 0)
{
// Only effect alive non-spawnprotected zombies
if (!is_user_valid_alive(victim) || (g_class[victim] < ZOMBIE || g_class[victim] >= NEMESIS) || g_nodamage[victim])
continue;

// Get victim origin
static Floatpacmanic_origin[3]
pev(victim, pev_origin, vic_origin)

for (new i = 0; i < 3; i++)
{
vic_origin[i] -= originF[i]
vic_origin[i] *= 10.0 // don't change!!
}

// Can't stay into aurashield
set_pev(victim, pev_velocity, vic_origin)
}

// Create entity
new ent = create_entity("info_target")

// Set aurashield's owner and grenade entity
set_pev(ent, pev_owner, owner)
g_aurashield_grenade[ent] = entity linea error 12845

// Set origin
entity_set_vector(ent, EV_VEC_origin, originF)

// Set entity classname and model
entity_set_string(ent, EV_SZ_classname, "forze_camp")
entity_set_model(ent, model_aura_forzecamp)

// Set entity health
g_aurashield_health[ent] = get_pcvar_num(cvar_aurashieldhealth)

// Set entity solid
entity_set_int(ent, EV_INT_solid, SOLID_TRIGGER)

// Set entity size
static Float:mins[3] = {-90.0, -90.0, -90.0}
static Float:maxs[3] = {90.0, 90.0, 90.0}
entity_set_size(ent, mins, maxs)

// Random glow color
static GlowColor[3]
for (new i = 0; i < 3; i++) GlowColor[i] = random_num(0, 255)

// Give it a glow
set_rendering(ent, kRenderFxGlowShell, GlowColor[0], GlowColor[1], GlowColor[2], kRenderTransAlpha, 16)
}

linea de error fw_ThinkGrenade
// Ham Grenade Think Forward
public fw_ThinkGrenade(entity)
{
// Invalid entity
if (!pev_valid(entity)) return HAM_IGNORED;

// Get damage time of grenade
static Float:dmgtime, Float:current_time
pev(entity, pev_dmgtime, dmgtime)
current_time = get_gametime()

// Check if it's time to go off
if (dmgtime > current_time) return HAM_IGNORED;

// Check if it's one of our custom nades
switch (pev(entity, PEV_NADE_TYPE))
{
case NADE_TYPE_INFECTION: // Infection Bomb
{
infection_explode(entity)
return HAM_SUPERCEDE;
}
case NADE_TYPE_NAPALM: // Napalm Grenade
{
fire_explode(entity)
return HAM_SUPERCEDE;
}
case NADE_TYPE_FROST: // Frost Grenade
{
frost_explode(entity)
return HAM_SUPERCEDE;
}
case NADE_TYPE_AURASHIELD: // Aura Shield Grenade
{
// Light up when it's stopped on ground
if ((pev(entity, pev_flags) & FL_ONGROUND) && get_speed(entity) < 10)
{
// Aura Shield sound
static sound[64]
ArrayGetString(grenade_aurashield, random_num(0, ArraySize(grenade_aurashield) - 1), sound, charsmax(sound))
emit_sound(entity, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)

// Light it up!
//set_pev(entity, pev_effects, pev(entity, pev_effects) | EF_BRIGHTLIGHT)

// Get grenade owner
static owner; owner = pev(entity, pev_owner)

// Create aura shield
aurashield_explode(entity, owner) linea error 4055
return HAM_SUPERCEDE;
}
else
{
// Delay explosion until we hit ground
set_pev(entity, pev_dmgtime, current_time + 0.5)
}
}
}

return HAM_IGNORED;
}
necesito una ayuda tumba el sv
#2
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