Full Version : playersentive
xmlspawner >>Troubleshooting >>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.