Well I posted this right before I had to go to school. You're right, It doesn't crash anymore.
But now It's acting funky.
The viewmodel is still in the ground (you can see this by going into wireframe mode. To do this, while in-game press ~, then type "wireframe" without the quotes)
And I can't tell since it is so small, but I think it does not load the right model. (I tested this by changing the script file to load a different file)
Quote: "In the meantime could you post some instructions so I know what I'm supposed to see and do? You could also follow Rich Dersheimer's advice."
Well there are no "Instructions" really. The only advice I can give you is that the script file is in the "base" folder. Just open it with notepad.
And yeah, I will try to do what that guy said. I did that to some degree to figure out the problem in the first place, but you're right, it might be something silly... Like loading blue gui or something.
Edit: Sorry about that crashing thing. My bad.
Replace manggame.dba with this:
#constant DEVMODE 1
`Change this to zero to disable blue gui
#constant USEGUI 0
filename as string
global csm_mode as boolean
if USEGUI=1
startblue "", ""
endif
cls
print "press any button to contune and load defult map, press F5 to load a custom map"
wait 20
wait key
if USEGUI=1
if scancode()=63
filename=opendialog("Open a Map","Direct X files (.x)|*.x|Catography Shop (.csm)|*.csm")
if filename=""
filename="test.x"
endif
else
filename="test2.x"
endif
else
filename="test2.x"
endif
`here to make it not use blue gui (and the startblue at the beggining)
cls
print "loading..."
wait 20
filelength=len(filename)
type scriptfile
name as string
valuetype as boolean
valuei as integer
values as string
endtype
global speed
global camerabox
global noclip
global timing
global temptimer
global scalegundm1
global scalelevel
global sucsesstime as boolean
global X#
global Y#
global Z#
global OX#
global OY#
global OZ#
global flashlight
global dim scriptoptions(10) as scriptfile
global numofwep
global dim cname(10) as string
global dim cfunc(10) as integer
flashlight =1
sucsesstime = 1
currentwep=1
baseweapon=2
global dim wdelay(10) as integer
global dim wmodel(10) as string
global dim wscenable(10) as boolean
global dim wscalefactor(10) as integer
global dim wtexture(10) as string
global dim sname(10) as string
global dim svaluetype(10) as boolean
global dim svaluei(10) as integer
global dim svalues(10) as string
type players
number as integer
`position as vectorplus
weapon as integer
endtype
scalegundm1 =1000
scalelevel = 1
noclip=-1
speed = 2
`SCRIPT SETTINGS
`---------------------
setupscriptoptions()
`end of settings
consolecommands()
`scale object 1, scalelevel, scalelevel, scalelevel
`position object 1, 0,0, 0
`fix object pivot 1
numofwep=loadwepbase()
good = numofwep + 1
global weptoload=1
for w = 1 to good
if wmodel(weptoload)=""
load object "ak47_v.x", baseweapon+w
else
load object wmodel(weptpload), 1
endif
inc weptoload
next w
load object "media/sb.x", 20
if right$(filename, 2)=".x"
load object filename, 1
else
csm initial object 500
temp=load csm (filename, 2)
csm_mode = 1
ENDIF
if csm_mode=0
sc_setupobject 1, 0, 0
else
sc_setupobject 500, 0, 0
endif
`scale object 20, scalelevel, scalelevel, scalelevel
`texttoload$=customwep.texture
`load image "media/mp5.dds", 1 rem NOPE
``texture object 3, 1
``position object 3, -2, -2, 4
for o = 1 to numofwep+1
if wscenable(o)=1
scale object 3, wscalefactor(o), wscalefactor(o), wscalefactor(o)
endif
next o
`fix object pivot 3
disable object zdepth 3
make object cube 2, 5
position object 1, 0,3, 0
hide object 2
makecrosshair()
`hide object 3
`sc_setupobject 2, 0, 0
set camera range 1, 9000000
set object light 1, 1
make light 1
make light 2
set light range 1, 900
set light range 2, 900
hide light 2
set spot light 1, 60, 80
sync on
sync rate 60
hide mouse
autocam off
do
OX# = OBJECT POSITION X(2)
OY# = OBJECT POSITION Y(2)
OZ# = OBJECT POSITION Z(2)
yrotate object 2, wrapvalue(camera angle y()+mousemovex())
inputed=checkinput(wdelay(currentwep))
if inputed=1 then position object 2, object position x(2), object position y(2)-5, object position z(2)
updatebulletphysics()
X# = OBJECT POSITION X(2)
Y# = OBJECT POSITION Y(2)
Z# = OBJECT POSITION Z(2)
if csm_mode = 0
SlidingCollision(OX#,OY#,OZ#,X#,Y#,Z#,5,2,1)
else
SlidingCollision(OX#,OY#,OZ#,X#,Y#,Z#,5,2,500)
endif
position mouse screen width()/2, screen height()/2
xrotate camera camera angle x()+mousemovey()
if camera angle x() >80 then xrotate camera 80
if camera angle x() <-80 then xrotate camera -80
if keystate(33)=1
if flashbutdwn=0
flashlight=flashlight*-1
flashbutdwn=1
endif
endif
if keystate(33)=0
flashbutdwn=0
endif
if flashlight=1
show light 1
else
hide light 1
endif
movecameratoobject(2)
position camera camera position x(), camera position y()+20, camera position z()
syncviewmodel(currentwep+2)
synclight(1)
gosub synctimer
sync
loop
setuptimer:
sucsesstime=0
settime = timer()+0.00001
synctimer:
if timer()=settime
sucsesstime = 1
endif
return
delete memblock 1
Edit 2: Oh yeah the ramp! Well, I don't have a very good gravity system right now...
Ignore that, I'll fix it eventually...
Edit 3: Ok I got it to crash again. I was using a funky method that I made AFTER it started crashing.
numofwep=loadwepbase()
good = numofwep + 1
global weptoload=1
for w = 1 to good
if wmodel(weptoload)=""
load object "ak47_v.x", baseweapon+w
else
load object wmodel(weptpload), 1
endif
inc weptoload
next w
I took that out and it crashes like normal again. I attached the new version. It also has a "normal" command so after you use wireframe, it can go back to normal.