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Forum: All Forums : Call of Duty 4
Category: CoD4 Scripting
Scripting and coding with Call of Duty 4.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Carepackage.gsc script
rrider17
General Member
Since: Jun 30, 2012
Posts: 1
Last: Jun 30, 2012
[view latest posts]
Level 0
Category: CoD4 Scripting
Posted: Saturday, Jun. 30, 2012 09:23 am
Hi guys so i'm starting this topic because i need your help,i'm making my own COD 4 mod and i'm using Openwarfare mod as my base,so i decided to put Carepackage hardpoint in to my mod ,but i'm having trouble with scripting because i'm noob at scripting so i need help,well in my hardpoints.gsc file i already have scipt for Tactical Nuke addon ,and AC130 and they work so i decided to combine the carepackage with rest of them so the can be one file,but after i compile a new mod i'm getting a lot of "script compile error " and i need help with this:
Code:
Error:  ******* script compile error ******* Error: uninitialised variable 'grenadecount': (file 'maps/mp/gametypes/_hardpoints.gsc', line 1701)    carepack_grenade_mp setSecondaryGrenades( self GetSecondaryGrenadeName(), grenadeCount );                                                                              * ************************************ Loaded zone 'mp_almeria'       dvar set cl_paused 0       dvar set loc_language 0       dvar set loc_forceEnglish 0       dvar set com_errorTitle Error       dvar set com_errorMessage script compile error uninitialised variable 'grenadecount'    carepack_grenade_mp setSecondaryGrenades( self GetSecondaryGrenadeName(), grenadeCount ); (see console for details)  ******************** ERROR: script compile error uninitialised variable 'grenadecount'    carepack_grenade_mp setSecondaryGrenades( self GetSecondaryGrenadeName(), grenadeCount ); (see console for details)


Please help me fix this because i'm [banghead]
And this is that part from _hardpoints.gsc:

Code:
}  setCarePackagePoint() {    grenadeCount = self getWeaponAmmoClip( self GetSecondaryGrenadeName() );    self takeWeapon( self GetSecondaryGrenadeName() );     if( self getOffhandSecondaryClass() == "flash" )       self setOffhandSecondaryClass( "smoke" );        self setSecondaryGrenades( "carepack_grenade_mp", 1 );          self ExecClientCommand( "+smoke" );    wait 0.05;    self ExecClientCommand( "-smoke" );     wait( 1 );        if ( self GetSecondaryGrenadeName() == level.weapons["flash"] )       self setOffhandSecondaryClass( "flash" );     self setSecondaryGrenades( self GetSecondaryGrenadeName(), grenadeCount ); }




edited on Jun. 30, 2012 09:23 am by rrider17
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scillman
General Member
Since: Nov 23, 2006
Posts: 360
Last: Sep 1, 2012
[view latest posts]
Level 5
Category: CoD4 Scripting
Posted: Sunday, Jul. 1, 2012 06:25 am
Code:

	if (!isDefined(grenadeCount))
		grenadeCount = 0;


Just think about that...
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD4 Scripting
Posted: Sunday, Jul. 1, 2012 06:30 am
scillman writes...
Quote:
Code:

	if (!isDefined(grenadeCount))
		grenadeCount = 0;


Just think about that...


Uninitialized IS NOT undefined. (actually, it is, but its more than that, read on)

Undefined means that it has no value whatsoever.
Uninitialized means that the var has never been used before, and thus the engine cannot determine what kind of var (string, int, float, long) should be used.

You (startpost) copied something from somewhere without even reading what it does and assumed that it might work. It didnt, gave a clear error which you didnt understand.

Use grenadecount somewhere before, by giving it a value (scillmann's code doesnt fix this as that also error on "uninit var") like grenadecount=3;

Good luck
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scillman
General Member
Since: Nov 23, 2006
Posts: 360
Last: Sep 1, 2012
[view latest posts]
Level 5
Category: CoD4 Scripting
Posted: Sunday, Jul. 1, 2012 06:44 am
Oops, sorry but he is right [banghead]
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