
Megatron
Joined: Sep 16, 2011
Working on something good.
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Posted: Jul 18, 2015 09:07 PM
Msg. 1 of 9
To my fellow members of the Halomaps community;
Currently, I'm trying to get the Halo 3 Scarab to function correctly in my maps, but I'm not succeeding like I'd want to.
The current issue right now (aside from not exactly knowing what parts the script is referring to) is what the script does to the map.
When compiled, the script will turn the screen black completely when I'm playing the map, and nothing will be visible at all.
I have absolutely no idea what to do, and perhaps someone here has an idea?
If someone does help me successfully, I'll do everything I can to repay you in return.
In case you want to know the contents of the script;
(global object base NONE) (global object turret NONE) (global object base2 NONE) (global object turret2 NONE) (global object base3 NONE) (global object turret3 NONE) (global object base4 NONE) (global object turret4 NONE) (global object base5 NONE) (global object turret5 NONE) (global object base6 NONE) (global object turret6 NONE) (global short number 0) ;(global boolean stuff false) ;(global boolean stuff_2 false) ;(global short stuff_num 0) (script static unit player (unit (player_data_get_object number slave_unit))) (script static unit player0 (unit (list_get (players) 0))) (global boolean proceed false) (script static void host_hooking (set proceed false) (sleep_until (begin (objects_attach base "hooking" (player) "") (objects_detach base (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach turret "hooking" (player) "") (objects_detach turret (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach base2 "hooking" (player) "") (objects_detach base2 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach turret2 "hooking" (player) "") (objects_detach turret2 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach base3 "hooking" (player) "") (objects_detach base3 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach turret3 "hooking" (player) "") (objects_detach turret3 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach base4 "hooking" (player) "") (objects_detach base4 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach turret4 "hooking" (player) "") (objects_detach turret4 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach base5 "hooking" (player) "") (objects_detach base5 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach turret5 "hooking" (player) "") (objects_detach turret5 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach base6 "hooking" (player) "") (objects_detach base6 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach turret6 "hooking" (player) "") (objects_detach turret6 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) ) (script continuous respawn (if (volume_test_object respawn_vol (player)) (begin (if (= (player_data_get_integer number deaths) 0) (begin (object_teleport (player) start2) (sleep 20) (host_hooking) )) (object_teleport (player) start) )) (if (< number (list_count (players))) (set number (+ number 1)) (set number 0)) ) (global object obj_1 NONE) (global object obj_2 NONE) (script static void sync_loc (object_data_save_vector obj_1 position 0) (object_data_set_vector obj_2 position 0) (object_data_save_vector obj_1 forward 0) (object_data_set_vector obj_2 forward 0) (object_data_save_vector obj_1 up 0) (object_data_set_vector obj_2 up 0) ) (script continuous stand2 (objects_attach base "centering" body_glue "") (objects_detach base body_glue) (set obj_1 body_glue) (set obj_2 b) (sync_loc)
(objects_attach base "scarab gun" turret_glue "") (objects_detach base turret_glue) (set obj_1 turret_glue) (set obj_2 turret) (sync_loc)
(objects_attach b "left door" ld_glue "") (objects_detach b ld_glue) (set obj_1 ld_glue) (set obj_2 ld) (sync_loc)
(objects_attach b "right door" rd_glue "") (objects_detach b rd_glue) (set obj_1 rd_glue) (set obj_2 rd) (sync_loc)
(objects_attach base2 "centering" body_glue "") (objects_detach base2 body_glue) (set obj_1 body_glue) (set obj_2 b2) (sync_loc)
(objects_attach base2 "scarab gun" turret_glue "") (objects_detach base2 turret_glue) (set obj_1 turret_glue) (set obj_2 turret2) (sync_loc)
(objects_attach b2 "left door" ld_glue "") (objects_detach b2 ld_glue) (set obj_1 ld_glue) (set obj_2 ld2) (sync_loc)
(objects_attach b2 "right door" rd_glue "") (objects_detach b2 rd_glue) (set obj_1 rd_glue) (set obj_2 rd2) (sync_loc) (objects_attach base3 "centering" body_glue "") (objects_detach base3 body_glue) (set obj_1 body_glue) (set obj_2 b3) (sync_loc)
(objects_attach base3 "scarab gun" turret_glue "") (objects_detach base3 turret_glue) (set obj_1 turret_glue) (set obj_2 turret3) (sync_loc)
(objects_attach b3 "left door" ld_glue "") (objects_detach b3 ld_glue) (set obj_1 ld_glue) (set obj_2 ld3) (sync_loc)
(objects_attach b3 "right door" rd_glue "") (objects_detach b3 rd_glue) (set obj_1 rd_glue) (set obj_2 rd3) (sync_loc) (objects_attach base4 "centering" body_glue "") (objects_detach base4 body_glue) (set obj_1 body_glue) (set obj_2 b4) (sync_loc)
(objects_attach base4 "scarab gun" turret_glue "") (objects_detach base4 turret_glue) (set obj_1 turret_glue) (set obj_2 turret4) (sync_loc)
(objects_attach b4 "left door" ld_glue "") (objects_detach b4 ld_glue) (set obj_1 ld_glue) (set obj_2 ld4) (sync_loc)
(objects_attach b4 "right door" rd_glue "") (objects_detach b4 rd_glue) (set obj_1 rd_glue) (set obj_2 rd4) (sync_loc) (objects_attach base5 "centering" body_glue "") (objects_detach base5 body_glue) (set obj_1 body_glue) (set obj_2 b5) (sync_loc)
(objects_attach base5 "scarab gun" turret_glue "") (objects_detach base5 turret_glue) (set obj_1 turret_glue) (set obj_2 turret5) (sync_loc)
(objects_attach b5 "left door" ld_glue "") (objects_detach b5 ld_glue) (set obj_1 ld_glue) (set obj_2 ld5) (sync_loc)
(objects_attach b5 "right door" rd_glue "") (objects_detach b5 rd_glue) (set obj_1 rd_glue) (set obj_2 rd5) (sync_loc) (objects_attach base6 "centering" body_glue "") (objects_detach base6 body_glue) (set obj_1 body_glue) (set obj_2 b6) (sync_loc)
(objects_attach base6 "scarab gun" turret_glue "") (objects_detach base6 turret_glue) (set obj_1 turret_glue) (set obj_2 turret6) (sync_loc)
(objects_attach b6 "left door" ld_glue "") (objects_detach b6 ld_glue) (set obj_1 ld_glue) (set obj_2 ld6) (sync_loc)
(objects_attach b6 "right door" rd_glue "") (objects_detach b6 rd_glue) (set obj_1 rd_glue) (set obj_2 rd6) (sync_loc)
(objects_attach e "centering" rd_glue "") (objects_detach e rd_glue) (set obj_1 rd_glue) (set obj_2 eb) (sync_loc)
(objects_attach eb "ramp" rd_glue "") (objects_detach eb rd_glue) (set obj_1 rd_glue) (set obj_2 er) (sync_loc)
(objects_attach eb "front_turret" rd_glue "") (objects_detach eb rd_glue) (set obj_1 rd_glue) (set obj_2 tm) (sync_loc)
(objects_attach eb "left_turret" rd_glue "") (objects_detach eb rd_glue) (set obj_1 rd_glue) (set obj_2 tl) (sync_loc)
(objects_attach eb "right_turret" rd_glue "") (objects_detach eb rd_glue) (set obj_1 rd_glue) (set obj_2 tr) (sync_loc) ) (global object plyr_hook NONE) (script continuous hooking (if (volume_test_object start_2_vol (player)) (begin (set plyr_hook (player)) (sleep_until (not (volume_test_object start_2_vol plyr_hook)) 1) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (set base (player_data_get_object number nearest_object)) (if (!= base none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= base (player_data_get_object number nearest_object)) (set turret (player_data_get_object number nearest_object))) (if (!= turret none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= turret (player_data_get_object number nearest_object)) (set base2 (player_data_get_object number nearest_object))) (if (!= base2 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= base2 (player_data_get_object number nearest_object)) (set turret2 (player_data_get_object number nearest_object))) (if (!= turret2 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= turret2 (player_data_get_object number nearest_object)) (set base3 (player_data_get_object number nearest_object))) (if (!= base3 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= base3 (player_data_get_object number nearest_object)) (set turret3 (player_data_get_object number nearest_object))) (if (!= turret3 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= turret3 (player_data_get_object number nearest_object)) (set base4 (player_data_get_object number nearest_object))) (if (!= base4 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= base4 (player_data_get_object number nearest_object)) (set turret4 (player_data_get_object number nearest_object))) (if (!= turret4 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= turret4 (player_data_get_object number nearest_object)) (set base5 (player_data_get_object number nearest_object))) (if (!= base5 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= base5 (player_data_get_object number nearest_object)) (set turret5 (player_data_get_object number nearest_object))) (if (!= turret5 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= turret5 (player_data_get_object number nearest_object)) (set base6 (player_data_get_object number nearest_object))) (if (!= base6 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= base6 (player_data_get_object number nearest_object)) (set turret6 (player_data_get_object number nearest_object))) (if (!= turret6 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0)
)) (if (or (machine_is_host) (and (!= base none) (!= turret none))) (sleep -1)) (if (< number (list_count (players))) (set number (+ number 1)) (set number 0)) )
;;;;;; ;; ;; http://wiki.answers.com/Q/How_do_you_find_sin_cos_and_tan_values_manually
(global real sin_x 0) (global real sin_ans 0) (script static real sine ;(set sin_ans (+ (- (+ (- sin_x (/ (* sin_x 3) 6)) (/ (* sin_x 5) 120)) (/ (* sin_x 7) 5040) (/ (* sin_x 9) 362880) ) ) ) (+ sin_ans 0) ) (global real cos_x 0) (global real cos_ans 0) (script static real cosine ;(set cos_ans (+ (- (+ (- cos_x (/ (* cos_x 2) 2)) (/ (* cos_x 4) 24)) (/ (* cos_x 6) 720) (/ (* cos_x 8) 40320) ) ) ) (+ cos_ans 0) ) (global real tan_x 0) (global real tan_ans 0) (script static real tangent ;(set tan_ans (/ (sine) (cosine))) (+ tan_ans 0) )
;;; ;;;;;;; (global object calc_obj NONE) ;;;newX = centerX + (point2x-centerX)*Math.cos(x) - (point2y-centerY)*Math.sin(x); ;;;newY = centerY + (point2x-centerX)*Math.sin(x) + (point2y-centerY)*Math.cos(x); (global boolean continue true) (script static void loc_num1 (object_data_save_vector calc_obj position 1) (object_data_set_real calc_obj position x (- (+ (runtime_vector_get_element 1 0) (* (runtime_vector_get_element 3 1) (- (runtime_vector_get_element 1 0) (runtime_vector_get_element 2 0)))) (* (runtime_vector_get_element 3 0) (- (runtime_vector_get_element 1 1) (runtime_vector_get_element 2 1)))) ) (object_data_set_real calc_obj position y (+ (+ (runtime_vector_get_element 1 1) (* (runtime_vector_get_element 3 0) (- (runtime_vector_get_element 1 0) (runtime_vector_get_element 2 0)))) (* (runtime_vector_get_element 3 1) (- (runtime_vector_get_element 1 1) (runtime_vector_get_element 2 1)))) ) (object_data_set_real calc_obj position x (+ (object_data_get_real calc_obj position x) (runtime_vector_get_element 5 0))) (object_data_set_real calc_obj position y (+ (object_data_get_real calc_obj position y) (runtime_vector_get_element 5 1))) (object_data_set_real calc_obj position z (+ (object_data_get_real calc_obj position z) (runtime_vector_get_element 5 2))) ) (script continuous update_loc_num1 (object_data_save_vector b position 2) (object_data_save_vector b forward 4) ;;(if (> (runtime_vector_get_element 63 0) (runtime_vector_get_element 4 0)) (runtime_vector_set_element 3 0 "=" (- (runtime_vector_get_element 63 0) (runtime_vector_get_element 4 0))) ;(runtime_vector_set_element 3 0 (- (runtime_vector_get_element 4 0) (runtime_vector_get_element 63 0))) ;) ;(if (> (runtime_vector_get_element 63 1) (runtime_vector_get_element 4 1)) (runtime_vector_set_element 3 1 "=" (- (runtime_vector_get_element 63 1) (runtime_vector_get_element 4 1))) ;;(runtime_vector_set_element 3 1 (- (runtime_vector_get_element 4 1) (runtime_vector_get_element 63 1))) ;)
(runtime_vector_set_element 5 0 "=" (- (runtime_vector_get_element 62 0) (runtime_vector_get_element 2 0))) (runtime_vector_set_element 5 1 "=" (- (runtime_vector_get_element 62 1) (runtime_vector_get_element 2 1))) (runtime_vector_set_element 5 2 "=" (- (runtime_vector_get_element 62 2) (runtime_vector_get_element 2 2))) (inspect (runtime_vector_get_element 3 0)) (inspect (runtime_vector_get_element 3 1)) (if (< (objects_distance_to_object b g1) 13) (begin (set calc_obj g1) (loc_num1))) (if (< (objects_distance_to_object b g2) 13) (begin (set calc_obj g2) (loc_num1))) (if (< (objects_distance_to_object b g3) 13) (begin (set calc_obj g3) (loc_num1))) (runtime_vector_set_element 63 0 "=" (runtime_vector_get_element 4 0)) (runtime_vector_set_element 63 1 "=" (runtime_vector_get_element 4 1)) (runtime_vector_set_element 63 2 "=" (runtime_vector_get_element 4 2)) (runtime_vector_set_element 62 0 "=" (runtime_vector_get_element 2 0)) (runtime_vector_set_element 62 1 "=" (runtime_vector_get_element 2 1)) (runtime_vector_set_element 62 2 "=" (runtime_vector_get_element 2 2)) )
(script startup setup (sleep 1) (if (machine_is_host) (begin (sv_rcon_password "§~§") (object_create_containing l) (object_create_containing t) (object_destroy_containing sc) (object_create e) (sleep 1) (set base l) (set turret t) (set base2 l2) (set turret2 t2) (set base3 l3) (set turret3 t3) (set base4 l4) (set turret4 t4) (set base5 l5) (set turret5 t5) (set base6 l6) (set turret6 t6) (objects_attach eb "light_00" light_00 "marker") (objects_attach eb "light_01" light_01 "marker") (objects_attach eb "light_02" light_02 "marker") (objects_attach eb "light_03" light_03 "marker") (objects_attach eb "light_04" light_04 "marker") (objects_attach eb "light_05" light_05 "marker") (objects_attach eb "light_06" light_06 "marker") (objects_attach eb "light_07" light_07 "marker") (objects_attach eb "light_08" light_08 "marker") (objects_attach eb "light_09" light_09 "marker") (objects_attach eb "light_10" light_10 "marker") (objects_attach eb "light_11" light_11 "marker") ) (begin (sleep -1 respawn) ;;(sleep -1 movement) (fade_out 0 0 0 1) (sleep_until (volume_test_object start_vol (player_data_get_object (player_local_get) slave_unit)) 5) (fade_in 0 0 0 30) )) (sleep 45) (if (machine_is_host) (begin (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) )) )
The Halo 3 Scarab tags, courtesy of kirby_422 & Kinnet; http://download1595.mediafire.com/gzb4qd361fvg/z2xmu6236wb2j5w/tags+scarab.rar
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NeX
Joined: Apr 11, 2013
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Posted: Jul 18, 2015 09:57 PM
Msg. 2 of 9
*Summoning the Kirby*
OOoooOAAHHhhhHHAHHhhhhhhhh
Doooppaappapapadoooo
ffuuuurrrrbbbyyyyy
hear our cry oh kiiiirrrrbbbbyyyyyyyy
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jul 18, 2015 10:03 PM
Msg. 3 of 9
Quote: --- Original message by: Megatron
The current issue right now (aside from not exactly knowing what parts the script is referring to) is what the script does to the map.
When compiled, the script will turn the screen black completely when I'm playing the map, and nothing will be visible at all.
I have absolutely no idea what to do, and perhaps someone here has an idea?
(begin (sleep -1 respawn) ;;(sleep -1 movement) (fade_out 0 0 0 1) (sleep_until (volume_test_object start_vol (player_data_get_object (player_local_get) slave_unit)) 5) (fade_in 0 0 0 30) )) (sleep 45) (if (machine_is_host) (begin (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) )) )
The Halo 3 Scarab tags, courtesy of kirby_422 & Kinnet; http://download1595.mediafire.com/gzb4qd361fvg/z2xmu6236wb2j5w/tags+scarab.rar This maybe? (Very bottom of script) Edited by OrangeJuice on Jul 18, 2015 at 10:03 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 19, 2015 06:19 AM
Msg. 4 of 9
Quote: --- Original message by: NeX *Summoning the Kirby*
OOoooOAAHHhhhHHAHHhhhhhhhh
Doooppaappapapadoooo
ffuuuurrrrbbbyyyyy
hear our cry oh kiiiirrrrbbbbyyyyyyyy Thanks A-hole now it's raining. Edited by SS Flanker on Jul 19, 2015 at 08:09 AM
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Megatron
Joined: Sep 16, 2011
Working on something good.
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Posted: Jul 19, 2015 11:35 AM
Msg. 5 of 9
Quote: --- Original message by: OrangeJuice This maybe? (Very bottom of script) Edited by OrangeJuice on Jul 18, 2015 at 10:03 PM The only result I received from that was the debugger saying "I expected a script or variable definition".
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 19, 2015 01:43 PM
Msg. 6 of 9
"i expected a script or variable definition." > This means that whilst Sapien/tool was checking through your script, it found a portion of text or something that wasn't either defined as a script in definition form or a variable definition.
So from my own personal experience correct me if I am wrong here (Mattdratt/spiral/pepzee/tehlag)
Script definitions are something like this:
(script dormant sleeping (script startup map_start (script static "void" elite_major_dead (script continuous ai_respawn
=============================================================================================
A variable definition will be either: A script command or an actual variable definition
Variables I believe look something in the realms of this:
(global "long" global_delay_music (* 15 450 )) (global "short" global_random 1 ) (global "boolean" global_dialog_on true )
>
But as I said above, a variable definition can be a regular script command too such as this:
(sleep 12 ) (sleep_until (not global_dialog_on )) (ai_dialogue_triggers true )
More often than not scripts fail due to spaces being in positions they shouldn't and the popular favourite missing or misplaced parenthesis.
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Megatron
Joined: Sep 16, 2011
Working on something good.
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Posted: Jul 19, 2015 02:43 PM
Msg. 7 of 9
Quote: --- Original message by: SS Flanker More often than not scripts fail due to spaces being in positions they shouldn't and the popular favourite missing or misplaced parenthesis. Do you have any ideas on how to fix the script in the original post might have failed, if this is the case? I've tried just about anything one can think of, and I haven't had any success.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 19, 2015 02:56 PM
Msg. 8 of 9
Quote: --- Original message by: MegatronQuote: --- Original message by: SS Flanker More often than not scripts fail due to spaces being in positions they shouldn't and the popular favourite missing or misplaced parenthesis. Do you have any ideas on how to fix the script in the original post might have failed, if this is the case? I've tried just about anything one can think of, and I haven't had any success. The most likely case would be misplaced parenthesis second on the hot list would be your definitions. Personally I don't have the time to scrounge through the whole of your script but what I would suggest doing would be to intravenously compile each script one by one instead of trying to compile the whole thing in one show. (Unless the whole script is required for the scarab) If you can find a way to break your script down into parts it would make it much easier to see what part of your script is erroneous.
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Megatron
Joined: Sep 16, 2011
Working on something good.
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Posted: Jul 19, 2015 04:05 PM
Msg. 9 of 9
Quote: --- Original message by: SS Flanker Do you have any ideas on how to fix the script in the original post might have failed, if this is the case?
I've tried just about anything one can think of, and I haven't had any success. The most likely case would be misplaced parenthesis second on the hot list would be your definitions. Personally I don't have the time to scrounge through the whole of your script but what I would suggest doing would be to intravenously compile each script one by one instead of trying to compile the whole thing in one show. (Unless the whole script is required for the scarab) If you can find a way to break your script down into parts it would make it much easier to see what part of your script is erroneous.
Okay, I managed to get the script issue sorted out, although there's a new issue that came up.
The Scarab is not usable in the slightest, in spite of the script successfully compiling.
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