Full Version : playersentive
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Hanse46- 04-25-2008
playersentive mod

I get this:

CODE
RunUO - [www.runuo.com] Version 2.0, Build 2959.20979
Core: Running on .NET Framework Version 2.0.50727
Core: Optimizing for 2 processors
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
Errors:
+ Engines/AI/Creature/BaseCreature.cs:
   CS1513: Line 3050: } expected
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.


here is what I did

CODE
private DateTime m_IdleReleaseTime;

 public virtual bool CheckIdle()
 {
  if ( Combatant != null )
   return false; // in combat.. not idling

  if ( m_IdleReleaseTime > DateTime.MinValue )
  {
   // idling...

   if ( DateTime.Now >= m_IdleReleaseTime )
   {
    m_IdleReleaseTime = DateTime.MinValue;
    return false; // idle is over
   }

   return true; // still idling
  }

  if ( 95 > Utility.Random( 100 ) )
   return false; // not idling, but don't want to enter idle state

  m_IdleReleaseTime = DateTime.Now + TimeSpan.FromSeconds( Utility.RandomMinMax( 15, 25 ) );
 
       // ARTEGORDONMOD
       // begin reactivate AI on map change
       protected override void OnMapChange(Map oldMap)
       {
           Map map = this.Map;

           if (m_AI != null && map != null && map.GetSector(this.Location).Active)
               m_AI.Activate();

           base.OnMapChange(oldMap);
       }
       // end reactivate AI on map change

       protected override void OnLocationChange(Point3D oldLocation)
       {
           Map map = this.Map;

           if (PlayerRangeSensitive && m_AI != null && map != null && map.GetSector(this.Location).Active)
               m_AI.Activate();

           base.OnLocationChange(oldLocation);
         

  if ( Body.IsHuman )
  {
   switch ( Utility.Random( 2 ) )
   {
    case 0: Animate( 5, 5, 1, true,  true, 1 ); break;
    case 1: Animate( 6, 5, 1, true, false, 1 ); break;
   }
  }
  else if ( Body.IsAnimal )
  {
   switch ( Utility.Random( 3 ) )
   {
    case 0: Animate(  3, 3, 1, true, false, 1 ); break;
    case 1: Animate(  9, 5, 1, true, false, 1 ); break;
    case 2: Animate( 10, 5, 1, true, false, 1 ); break;
   }
  }
  else if ( Body.IsMonster )
  {
   switch ( Utility.Random( 2 ) )
   {
    case 0: Animate( 17, 5, 1, true, false, 1 ); break;
    case 1: Animate( 18, 5, 1, true, false, 1 ); break;
   }
  }

  PlaySound( GetIdleSound() );
  return true; // entered idle state
 }

 protected override void OnLocationChange( Point3D oldLocation )
 {
  Map map = this.Map;
 
  if ( PlayerRangeSensitive && m_AI != null && map != null && map.GetSector( this.Location ).Active )
   m_AI.Activate();
 
  base.OnLocationChange( oldLocation );
 }

 public override void OnMovement( Mobile m, Point3D oldLocation )
 {
  base.OnMovement( m, oldLocation );

  if ( ReacquireOnMovement || m_Paragon )
   ForceReacquire();

  InhumanSpeech speechType = this.SpeechType;

  if ( speechType != null )
   speechType.OnMovement( this, m, oldLocation );

  /* Begin notice sound */
  if ( (!m.Hidden || m.AccessLevel == AccessLevel.Player) && m.Player && m_FightMode != FightMode.Aggressor && m_FightMode != FightMode.None && Combatant == null && !Controlled && !Summoned )
  {
   // If this creature defends itself but doesn't actively attack (animal) or
   // doesn't fight at all (vendor) then no notice sounds are played..
   // So, players are only notified of aggressive monsters

   // Monsters that are currently fighting are ignored

   // Controlled or summoned creatures are ignored

   if ( InRange( m.Location, 18 ) && !InRange( oldLocation, 18 ) )
   {
    if ( Body.IsMonster )
     Animate( 11, 5, 1, true, false, 1 );

    PlaySound( GetAngerSound() );
   }
  }
  /* End notice sound */

  if ( m_NoDupeGuards == m )


Greystar- 04-25-2008
QUOTE (Hanse46 @ April 25, 2008 02:39 pm)
playersentive mod

I get this:

CODE
RunUO - [www.runuo.com] Version 2.0, Build 2959.20979
Core: Running on .NET Framework Version 2.0.50727
Core: Optimizing for 2 processors
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
Errors:
+ Engines/AI/Creature/BaseCreature.cs:
   CS1513: Line 3050: } expected
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.


here is what I did

CODE
private DateTime m_IdleReleaseTime;

 public virtual bool CheckIdle()
 {
  if ( Combatant != null )
   return false; // in combat.. not idling

  if ( m_IdleReleaseTime > DateTime.MinValue )
  {
   // idling...

   if ( DateTime.Now >= m_IdleReleaseTime )
   {
    m_IdleReleaseTime = DateTime.MinValue;
    return false; // idle is over
   }

   return true; // still idling
  }

  if ( 95 > Utility.Random( 100 ) )
   return false; // not idling, but don't want to enter idle state

  m_IdleReleaseTime = DateTime.Now + TimeSpan.FromSeconds( Utility.RandomMinMax( 15, 25 ) );
 
       // ARTEGORDONMOD
       // begin reactivate AI on map change
       protected override void OnMapChange(Map oldMap)
       {
           Map map = this.Map;

           if (m_AI != null && map != null && map.GetSector(this.Location).Active)
               m_AI.Activate();

           base.OnMapChange(oldMap);
       }
       // end reactivate AI on map change

       protected override void OnLocationChange(Point3D oldLocation)
       {
           Map map = this.Map;

           if (PlayerRangeSensitive && m_AI != null && map != null && map.GetSector(this.Location).Active)
               m_AI.Activate();

           base.OnLocationChange(oldLocation);
         

  if ( Body.IsHuman )
  {
   switch ( Utility.Random( 2 ) )
   {
    case 0: Animate( 5, 5, 1, true,  true, 1 ); break;
    case 1: Animate( 6, 5, 1, true, false, 1 ); break;
   }
  }
  else if ( Body.IsAnimal )
  {
   switch ( Utility.Random( 3 ) )
   {
    case 0: Animate(  3, 3, 1, true, false, 1 ); break;
    case 1: Animate(  9, 5, 1, true, false, 1 ); break;
    case 2: Animate( 10, 5, 1, true, false, 1 ); break;
   }
  }
  else if ( Body.IsMonster )
  {
   switch ( Utility.Random( 2 ) )
   {
    case 0: Animate( 17, 5, 1, true, false, 1 ); break;
    case 1: Animate( 18, 5, 1, true, false, 1 ); break;
   }
  }

  PlaySound( GetIdleSound() );
  return true; // entered idle state
 }

 protected override void OnLocationChange( Point3D oldLocation )
 {
  Map map = this.Map;
 
  if ( PlayerRangeSensitive && m_AI != null && map != null && map.GetSector( this.Location ).Active )
   m_AI.Activate();
 
  base.OnLocationChange( oldLocation );
 }

 public override void OnMovement( Mobile m, Point3D oldLocation )
 {
  base.OnMovement( m, oldLocation );

  if ( ReacquireOnMovement || m_Paragon )
   ForceReacquire();

  InhumanSpeech speechType = this.SpeechType;

  if ( speechType != null )
   speechType.OnMovement( this, m, oldLocation );

  /* Begin notice sound */
  if ( (!m.Hidden || m.AccessLevel == AccessLevel.Player) && m.Player && m_FightMode != FightMode.Aggressor && m_FightMode != FightMode.None && Combatant == null && !Controlled && !Summoned )
  {
   // If this creature defends itself but doesn't actively attack (animal) or
   // doesn't fight at all (vendor) then no notice sounds are played..
   // So, players are only notified of aggressive monsters

   // Monsters that are currently fighting are ignored

   // Controlled or summoned creatures are ignored

   if ( InRange( m.Location, 18 ) && !InRange( oldLocation, 18 ) )
   {
    if ( Body.IsMonster )
     Animate( 11, 5, 1, true, false, 1 );

    PlaySound( GetAngerSound() );
   }
  }
  /* End notice sound */

  if ( m_NoDupeGuards == m )

I answered this post on RunUO you deleted a } right before the code you added for this mod.