What could be wrong

Topics regarding Scripting with Reality Factory
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wabogenadod
Posts: 18
Joined: Mon Dec 17, 2012 9:59 pm

What could be wrong

Post by wabogenadod »

I have made this code but i don't have a clue whats wrong with it. It must be a syntax error because the script doesn't load; I have typed it in correctly and I understand that it is sensitive to caps.

Code: Select all

{
	K_FIRE 			[72] 	// FIRE KEY - LEFT MOUSE
	K_AIM			[73]	// AIM KEY - RIGHT MOUSE
	K_FOR 			[15] 	// FORWARD - W
	K_BAK 			[27] 	// BACK - S
	K_LEFT	 		[26] 	// STRAFE LEFT - A
	K_RIGHT 		[28] 	// STRAFE RIGHT - D
	K_RUN 			[36] 	// RUN - LEFT SHIFT KEY
	K_SelectLeft	[14]	// Left select on gun select mode - Q
	K_SelectRight	[16]	// Right select on gun select mode - E
	K_Interact		[18]	// Open doors - T
	K_Marker		[17]	// Open gun select mode
	K_1				[1]		//Swap to gun slot 1 - 1
	K_2				[2]		//Swap to gun slot 2 - 2
	K_3				[3]		//Swap to gun slot 3 - 1
	K_Shift			[36]	// Contol key shift
	K_Reload		[17]	//Reload gun
	
	//Player Positions
	Position 		[1]		//1-Standing, 2-Crouching, 3-Crawling
	Aim				[0]		//1-Looking down sight, 2-Not looking down sight
	FLOATAIM		[0.0]	//To allow the person to look around slowly
	
	//Weapon Variables
		//Guns
	VariableSlot	[1]
	WSlot1			[2]
	WSlot2			[3]
	WSlot3			[4]
	NewSlot			[0]
	UpdateWeapons	[1]
		//Grenades
	GSlot1			[2]
	GSlot2			[3]
	GSlot3			[4]
	
	//Player Attributes
	points   		[100]
	Lvl				[1]
	NxtLvl			[50]
	Lvl2			[50]
	Lvl3			[500]
	Lvl4			[5000]
	
	ANIM 			[string]	// Do Not Edit
	ANC 			[0]			// Do Not Edit
	LASTANC 		[0]			// Do Not Edit
	DIR 			[0]			// Do Not Edit
	AT 				[0.5]		// Do Not Edit
	INTER	 		[string]	// Do Not Edit
	TM 				[0]			// Do Not Edit
	SPEED 			[0]			// Do Not Edit
	
	Spawn[()
	{
		Console(true);
		BoxWidth(24);
		SetGroup("friendly");
		AttributeOrder(health, 100, "Die");
		LowLevel("Setup");
	}]
    
	Setup[()
	{
		AttachCamera();
		self.yaw_speed=256;
		ANC=0;
		LASTANC=0;
		TM=self.time;
		self.think="RunPlayer";
	}]
	
	RunPlayer[()
	{
		debug(self.key_pressed);
		PlayerRender(false);
		// handle health status
		if(self.health > 0)
		{
			PawnRender(false);
		}
		else
		{
			HighLevel("Die");
			return 0;
		}
		
		self.ideal_yaw=self.player_yaw;
		ChangeYaw();

		DIR=0; 				// Default straight
		SPEED=0; 			// Default - no motion
		AT=0.1; 			// Default
	
		if(IsKeyDown(K_FOR))
		{
			// forward
			SPEED=Integer(200);
		}

		if(IsKeyDown(K_BAK))
		{
			// back
			DIR=ConvertDegrees(180);
			SPEED=Integer(200);
		}

		if(IsKeyDown(K_LEFT))
		{
			// make strafe transition smoother
			AT=0.5;
			DIR=ConvertDegrees(90);
			SPEED=Integer(200);
		}

		if(IsKeyDown(K_RIGHT))
		{
			// make strafe transition smoother
			AT=0.5;
			DIR=ConvertDegrees(270);
			SPEED=Integer(200);
		}

		if(IsKeyDown(K_RUN))
		{
			if(AIM = 0)
			{				
				//left shift key - toggle run
				SPEED=SPEED+(SPEED/2);
			}
		}

		if(IsKeyDown(K_AIM))
		{
			SPEED = SPEED/2;
		}
		walkmove(self.current_yaw+DIR,SPEED);
		
		debug(AIM);
		
		////////////////////////////////////////////EXTRAS////////////////////////////////////////////////////////////
		if(IsKeyDown(K_AIM))
		{
			Aim=1;
			DrawFlipBookImage("Flipbook1",31,0,0,255,255,255,255,1.0);
		}
		else
		{
			Aim=0;
		}
		
		//Leveling
		if(Lvl < 4)
		{
			switch(Lvl)
			{
				case 1
				{
					NxtLvl = Lvl2;
				}
				case 2
				{
					NxtLvl = Lvl3;
				}
				case 3
				{
					NxtLvl = Lvl4;
				}
			}
			if(GetAttribute("xp", "Player") >= NxtLvl)
			{
				Lvl = Lvl+1;
				SetAttribute("xp", 0, "Player");
			}
		}
		
		DrawText(Lvl,300,500,255,10,255,255,255);
		DrawText(NxtLvl,400,500,255,10,255,255,255);
		SetAttribute("shownxp", Integer((GetAttribute("xp", "Player") / NxtLvl) * 100), "Player");

		//Swap guns
		//slot one
		if(IsKeyDown(K_1))
		{
			if (VariableSlot > 1)
			{
				NewSlot=1;
				UpdateWeapons=1;
			}
		}
		//slot 2
		if(IsKeyDown(K_2))
		{
			if (VariableSlot != 2)
			{
				if(WSlot2 > 0)
				{
					NewSlot=2;
					UpdateWeapons=1;
				}
			}
		}
		//slot 3
		if(IsKeyDown(K_3))
		{
			if (VariableSlot < 3)
			{
				if(WSlot2 > 0)
				{	
					if (WSlot3 > 0)
					{

						NewSlot=3;
						UpdateWeapons=1;
					}
				}
				else
				{
					NewSlot=2;
					UpdateWeapons=1;
				}
			}
		}
		if(UpdateWeapons = 1)
		{
			Updateweapons=0;
			switch(NewSlot)
			{
				case 1
				{
					SetPlayerWeapon(WSlot1);
					VariableSlot=1;
				}
				case 2
				{
					SetPlayerWeapon(WSlot2);
					VariableSlot=2;
				}
				case 3
				{
					SetPlayerWeapon(WSlot3);
					VariableSlot=3;
				}
			}
		}
		
		DrawText(toString(points),735,545,255,10,255,255,255);
		DrawText("points: ",660,545,255,10,255,255,255);

		//Show current guns / ammo / grenades
		DrawText("/",68,555,255,10,255,255,255);
		DrawFlipBookImage("Flipbook1",self.player_weapon + 15,38,502,255,255,255,255,1.0);
		
		switch(VariableSlot)
		{
			case 1
			{
				DrawFlipBookImage("Flipbook1",WSlot1+7,41,453,255,255,255,255,1.0);
				DrawFlipBookImage("Flipbook1",WSlot2,146,466,255,255,255,255,1.0);
				DrawFlipBookImage("Flipbook1",WSlot3,225,510,255,255,255,255,1.0);
			}
			case 2
			{
				DrawFlipBookImage("Flipbook1",WSlot1,41,453,255,255,255,255,1.0);
				DrawFlipBookImage("Flipbook1",WSlot2+7,146,466,255,255,255,255,1.0);
				DrawFlipBookImage("Flipbook1",WSlot3,225,510,255,255,255,255,1.0);
			}
			case 3
			{
				DrawFlipBookImage("Flipbook1",WSlot1,41,453,255,255,255,255,1.0);
				DrawFlipBookImage("Flipbook1",WSlot2,146,466,255,255,255,255,1.0);
				DrawFlipBookImage("Flipbook1",WSlot3+7,225,510,255,255,255,255,1.0);
			}
		}
	}]
	
	Die[()
	{
	//	SetPosition(self.entity_name, X, Y, Z);
		self.think="Setup";  
	}]
}
By great if someone could help.
Thanks
User avatar
bernie
RF Moderator
Posts: 1249
Joined: Tue Nov 15, 2005 10:07 am
Location: Ireland

Re: What could be wrong

Post by bernie »

Nothing in the script stands out as being wrong, except it seems there is no blank line after the final chain bracket.
I know this seems a bit of a silly thing to mention, but it has been known to cause problems in the past.
wabogenadod
Posts: 18
Joined: Mon Dec 17, 2012 9:59 pm

Re: What could be wrong

Post by wabogenadod »

Tried it but no. It doesn't load the script which makes me think its a formatting problem but i just can't find it...
Thanks
User avatar
bernie
RF Moderator
Posts: 1249
Joined: Tue Nov 15, 2005 10:07 am
Location: Ireland

Re: What could be wrong

Post by bernie »

I think I must be going blind in my old age.
I have just noticed that you haven't defined some of the attributes you use.
eg.
GROUP [Friendly] // Pawn Group - must be targetted by enemies
PLAYERSPEED [96] // Walk Speed
HEALTHATTRIB [health] // health attribute given to pawn
HEALTHAMOUNT [500] // amount of health given to pawn
DAMAGEATTRIB [health] // Atribute damaged by pawn
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