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Old 09-30-2008, 04:12 AM   #1601 (permalink)
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After r23 implmentation we got some serialization problems. Here is a log:
Quote:
World: Loading...An error was encountered while loading a saved object
- Type: Server.Items.GiantReplicaAcorn
- Serial: 0x40A7ACD5
Delete the object? (y/n)
After pressing return an exception will be thrown and the server will terminate

Error:
System.Exception: Load failed (items=True, mobiles=False, guilds=False, type=Ser
ver.Items.GiantReplicaAcorn, serial=0x40A7ACD5) ---> System.Exception: ***** Bad
serialize on Server.Items.GiantReplicaAcorn *****
at Server.World.Load() in C:\Documents and Settings\Administrator\Local Setti
ngs\Application Data\Temporary Projects\MGtest\Server\World.cs:line 53
9
--- End of inner exception stack trace ---
at Server.World.Load() in C:\Documents and Settings\Administrator\Local Setti
ngs\Application Data\Temporary Projects\MGtest\Server\World.cs:line 63
3
at Server.ScriptCompiler.Compile(Boolean debug, Boolean cache) in C:\Document
s and Settings\Administrator\Local Settings\Application Data\Temporary Projects\
MGtest\Server\ScriptCompiler.cs:line 627
at Server.Core.Main(String[] args) in C:\Documents and Settings\Administrator
\Local Settings\Application Data\Temporary Projects\Mgtest\Server\Main
.cs:line 443
This exception is fatal, press return to exit
Serwer work under r22 without problem (we use clean RC2 server source with your ML mods only)

Last edited by melpol; 09-30-2008 at 07:34 AM.
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Old 09-30-2008, 06:53 PM   #1602 (permalink)
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I see as problems affect all the furniture were made from items to CraftableFurniture in ver. 23 changes
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Old 09-30-2008, 07:23 PM   #1603 (permalink)
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I can't seem to find a pack like this for RC2. Am I missing something or is there not one available or will this one work on RC2?
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Old 10-01-2008, 12:33 AM   #1604 (permalink)
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Quote:
Originally Posted by Owner_Abaddon View Post
I can't seem to find a pack like this for RC2. Am I missing something or is there not one available or will this one work on RC2?
I'm using it with SVN 297 which is a RC2 update if I'm not mistaken.

Couple of things I did do though to make spawning a bit better were put Nerun's Distro in and then convert everything over to XMLSpawners Nerun's spawn maps are pretty good but XMLSpawner has the functionality that I prefer. If your trying to go OSI style it's much easier to fix issues like the triggered Spawns in The Citadel, Blighted Grove, and other issues like restricting the numbers what spawns in mixed groups.
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Old 10-01-2008, 02:20 PM   #1605 (permalink)
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Can someone help?
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Old 10-02-2008, 04:33 AM   #1606 (permalink)
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Try to comment

Code:
			int version = reader.ReadInt();

			m_Crafter = reader.ReadMobile();
			m_Resource = (CraftResource) reader.ReadInt();
			m_Quality = (ItemQuality) reader.ReadInt();
in CraftableFurniture.cs, start the server, immediately shutit down with save, than uncomment and restart.
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Old 10-04-2008, 02:11 AM   #1607 (permalink)
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Default A lot of Warnings on Vista x64

Can anyone upload the 64 bit Ultima.dll please? I get a lot of warnings when i use [decorateml and the 64 bit Ultima.dll posted on 09-09-2007 is corrupt. So please, if anyone have got the x64 ultima.dll upload it please, thank you.
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Old 10-05-2008, 03:20 PM   #1608 (permalink)
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Default 64bit????

Quote:
Originally Posted by parawi View Post
Can anyone upload the 64 bit Ultima.dll please? I get a lot of warnings when i use [decorateml and the 64 bit Ultima.dll posted on 09-09-2007 is corrupt. So please, if anyone have got the x64 ultima.dll upload it please, thank you.
This is the Ultima.dll that I use. Not sure if it is the 64bit you were wanting or not. I am running XP x64 and it works fine for me.
Attached Files
File Type: rar Ultima.rar (20.2 KB, 21 views)
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Old 10-05-2008, 06:43 PM   #1609 (permalink)
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Quote:
Originally Posted by Callandor2k View Post
This is the Ultima.dll that I use. Not sure if it is the 64bit you were wanting or not. I am running XP x64 and it works fine for me.
Thank you, but this rar is corrupted too, can you upload this to Megaupload or something please?
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Old 10-06-2008, 04:47 PM   #1610 (permalink)
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Default corrupted?

Quote:
Originally Posted by parawi View Post
Thank you, but this rar is corrupted too, can you upload this to Megaupload or something please?
It will download and unrar just fine for me. Try using WinZip to unpack it. Or you can download it here....

Ultima.dll

Last edited by Callandor2k; 10-06-2008 at 04:52 PM.
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Old 10-06-2008, 05:00 PM   #1611 (permalink)
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Quote:
Originally Posted by Callandor2k View Post
It will download and unrar just fine for me. Try using WinZip to unpack it. Or you can download it here....

Ultima.dll
I have installed Ultima.dll file on my server and now its working fine, thank you very much!
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Old 10-07-2008, 07:10 PM   #1612 (permalink)
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i dont see a file to download i see compiling for dumies but its just a pic so wtf can i do to get these files?
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Old 10-07-2008, 09:16 PM   #1613 (permalink)
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In the first post there is nothing other than a package for the compiling instructions... I have been trying to find the other files myself so I can try and make a RC2 ML exe.

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Old 10-07-2008, 10:40 PM   #1614 (permalink)
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The ZIP file is stored on Google Code

mondains-legacy - Google Code

As for the installation notes, I've been trying to get this implemented for the last couple days and have a lot of compile errors. Since I had a difficult time finding C# 2005 I've resorted to using 2008 - so maybe that's my problem. Anyhow, the installation notes are a little lacking but somewhat fulfilled throughout this thread. I'm hoping to get Legacy working here soon.
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Old 10-09-2008, 01:27 AM   #1615 (permalink)
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Quote:
Originally Posted by Varchild View Post
@Malganis:
In Travesty Clone ability, add a check to Bank layer.
If the player has tons of item in it, they are all duplicated and that player is disconnected for too much data pending.

^_^
I have this problem too with ChiefParoxysmus, and he dont have Clone ability! :/

Somebody knows how can fix this problem?

thanks
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Old 10-09-2008, 05:52 PM   #1616 (permalink)
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Guys i got this error

+ Mondain's Legacy/Items/Talismans/Items/Switch.cs:
CS0535: Line 5: 'Server.Items.Switch' does not implement interface member 'S
erver.Items.ICommodity.DescriptionNumber'


Something i forgot? i dont know where to start debuging :/
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Old 10-11-2008, 12:50 AM   #1617 (permalink)
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Not sure if this is the same one that was posted before, but I have no idea what is going on here...

Code:
RunUO - [www.runuo.com] Version 2.0, Build 3175.38923
Core: Running on .NET Framework Version 2.0.50727
Scripts: Compiling C# scripts...done (cached)
Scripts: Compiling VB.NET scripts...no files found.
Scripts: Verifying...done (4 items, 0 mobiles)
Error:
System.Reflection.TargetInvocationException: Exception has been thrown by the ta
rget of an invocation. ---> System.NullReferenceException: Object reference not
set to an instance of an object.
   at Server.RemoteAdmin.AdminNetwork.Configure()
   --- End of inner exception stack trace ---
   at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] argum
ents, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle
 typeOwner)
   at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] argume
nts, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwn
er)
   at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invoke
Attr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisib
ilityChecks)
   at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invoke
Attr, Binder binder, Object[] parameters, CultureInfo culture)
   at Server.ScriptCompiler.Compile(Boolean debug, Boolean cache)
   at Server.Core.Main(String[] args)
This exception is fatal, press return to exit
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Old 10-12-2008, 09:39 PM   #1618 (permalink)
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Ok, through mixing files from Lokai's SVN 297 ML package (malganis' work, just some packaging and I am sure edits by Lokai) I think I am getting closer to making it work with RC2... I do have an error I am not understanding (because I have never done anything with the ML stuff).

Code:
Errors:
 + Mondain's Legacy/Items/Character Statue Maker/CharacterStatue.cs:
    CS0115: Line 175: 'Server.Mobiles.CharacterStatue.OnRequestedAnimation(Serve
r.Mobile)': no suitable method found to override
    CS0115: Line 180: 'Server.Mobiles.CharacterStatue.ShowIncomingName(Server.Mo
bile)': no suitable method found to override
This is my character statue file it is talking about...

Code:
using System;
using System.Collections.Generic;
using Server;
using Server.Items;
using Server.Multis;
using Server.ContextMenus;
using Server.Network;

namespace Server.Mobiles
{    
    public enum StatueType
    {
    	Marble,
    	Jade,
    	Bronze
    }
    
    public enum StatuePose
    {
        Ready,
        Casting,
        Salute,
        AllPraiseMe,
        Fighting,
        HandsOnHips
    }
    
    public enum StatueMaterial
    {
    	Antique,
    	Dark,
    	Medium, 
    	Light
    }
    
	public class CharacterStatue : Mobile
	{		
		private StatueType m_Type;
		private StatuePose m_Pose;		
		private StatueMaterial m_Material;
		
		[CommandProperty( AccessLevel.GameMaster )]
		public StatueType StatueType
		{
			get { return m_Type; }
			set { m_Type = value; InvalidateHues(); InvalidatePose(); }			
		}		
		
		[CommandProperty( AccessLevel.GameMaster )]
		public StatuePose Pose
		{
			get { return m_Pose; }
			set { m_Pose = value; InvalidatePose(); }			
		}
		
		[CommandProperty( AccessLevel.GameMaster )]
		public StatueMaterial Material
		{
			get { return m_Material; }
			set { m_Material = value; InvalidateHues(); InvalidatePose(); }			
		}
		
		private Mobile m_SculptedBy;
		private DateTime m_SculptedOn;
		
		[CommandProperty( AccessLevel.GameMaster )]
		public Mobile SculptedBy
		{
			get{ return m_SculptedBy; }
		}
		
		[CommandProperty( AccessLevel.GameMaster )]
		public DateTime SculptedOn
		{
			get{ return m_SculptedOn; }
		}
		
		private CharacterStatuePlinth m_Plinth;
		
		public CharacterStatuePlinth Plinth
		{
			get { return m_Plinth; }
			set { m_Plinth = value; }				
		}
	
		public CharacterStatue( Mobile from, StatueType type ) : base()
		{		
			m_Type = type;
			m_Pose = StatuePose.Ready;
			m_Material = StatueMaterial.Antique;
			
			m_SculptedBy = from;
			m_SculptedOn = DateTime.Now;
			
			Direction = Direction.South;
			AccessLevel = AccessLevel.Counselor;
			Hits = HitsMax;
			Blessed = true;
			Frozen = true;
			
			CloneBody( from );
			CloneClothes( from );
			InvalidateHues();
		}

		public CharacterStatue( Serial serial ) : base( serial )
		{
		}    	
		
		public override void OnDoubleClick( Mobile from )
		{
			DisplayPaperdollTo( from );
		}		
		
		public override void GetProperties( ObjectPropertyList list )
		{
			base.GetProperties( list );
			
			if ( m_SculptedBy != null )
			{
				if ( m_SculptedBy.Title != null )
					list.Add( 1076202, m_SculptedBy.Title + " " + m_SculptedBy.Name ); // Sculpted by ~1_Name~
				else
					list.Add( 1076202, m_SculptedBy.Name ); // Sculpted by ~1_Name~
			}
		}   	
		
		public override void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
		{
			base.GetContextMenuEntries( from, list );
			
			if ( from.Alive )
			{
				BaseHouse house = BaseHouse.FindHouseAt( this );
								
				if ( ( house != null && house.IsCoOwner( from ) ) || (int) from.AccessLevel > (int) AccessLevel.Counselor )
					list.Add( new DemolishEntry( this ) );
			}
		}
		
		public override void OnAfterDelete()
		{
			base.OnAfterDelete();
			
			if ( m_Plinth != null && !m_Plinth.Deleted )
				m_Plinth.Delete();
		}
		
		protected override void OnMapChange( Map oldMap )
		{			
			InvalidatePose();
			
			if ( m_Plinth != null )
				m_Plinth.Map = Map;
		}
		
		protected override void OnLocationChange( Point3D oldLocation )
		{
			InvalidatePose();
			
			if ( m_Plinth != null )
				m_Plinth.Location = new Point3D( X, Y, Z - 5 );
		}
		
		public override bool CanBeRenamedBy( Mobile from )
		{
			return false;
		}
		
		public override bool CanBeDamaged()
		{
			return false;
		}
		
		public override void OnRequestedAnimation( Mobile from )
		{				
			from.Send( new UpdateStatueAnimation( this, 1, m_Animation, m_Frames ) );
		}
		
		public override bool ShowIncomingName( Mobile from )
		{
			return false;
		}

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );

			writer.WriteEncodedInt( (int) 0 ); // version
			
			writer.Write( (int) m_Type );
			writer.Write( (int) m_Pose );
			writer.Write( (int) m_Material );
			
			writer.Write( (Mobile) m_SculptedBy );
			writer.Write( (DateTime) m_SculptedOn );			
			
			writer.Write( (Item) m_Plinth );
		}

		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );

			int version = reader.ReadEncodedInt();
			
			m_Type = (StatueType) reader.ReadInt();
			m_Pose = (StatuePose) reader.ReadInt();
			m_Material = (StatueMaterial) reader.ReadInt();
			
			m_SculptedBy = reader.ReadMobile();
			m_SculptedOn = reader.ReadDateTime();
			
			m_Plinth = reader.ReadItem() as CharacterStatuePlinth;
			
			InvalidatePose();
			
			Frozen = true;
		}
		
		public void Sculpt( Mobile by )
		{
			m_SculptedBy = by;
			m_SculptedOn = DateTime.Now;
			
			InvalidateProperties();
		}
		
		public void Demolish( Mobile by )
		{
			CharacterStatueDeed deed = new CharacterStatueDeed( null );
		
			if ( by.PlaceInBackpack( deed ) )
			{
				Internalize();
				
				deed.Statue = this;
				
				if ( m_Plinth != null )
					m_Plinth.Internalize();
			}
			else
			{
				by.SendLocalizedMessage( 500720 ); // You don't have enough room in your backpack!
				deed.Delete();
			}
		}
		
		public void Restore( CharacterStatue from )
		{		
			m_Material = from.Material;
			m_Pose = from.Pose;
			
			Direction = from.Direction;
			
			CloneBody( from );
			CloneClothes( from );
			
			InvalidateHues();
			InvalidatePose();
		}
		
		public void CloneBody( Mobile from )
		{
			Name = from.Name;
			BodyValue = from.BodyValue;
			HairItemID = from.HairItemID;
			FacialHairItemID = from.FacialHairItemID;			
		}
		
		public void CloneClothes( Mobile from )
		{
			for ( int i = Items.Count - 1; i >= 0; i -- )
				Items[ i ].Delete();
			
			for ( int i = from.Items.Count - 1; i >= 0; i -- )
			{
				Item item = from.Items[ i ];
				
				if ( item.Layer != Layer.Backpack && item.Layer != Layer.Mount && item.Layer != Layer.Bank )
					AddItem( CloneItem( item ) );
			}
		}
		
		public Item CloneItem( Item item )
		{
			Item cloned = new Item( item.ItemID );
			cloned.Layer = item.Layer;
			cloned.Name = item.Name;
			cloned.Hue = item.Hue;
			cloned.Weight = item.Weight;
			cloned.Movable = false;
			
			return cloned;
		}
		
		public void InvalidateHues()
		{
			Hue = 0xB8F + (int) m_Type * 4 + (int) m_Material;
			
			HairHue = Hue;
			
			if ( FacialHairItemID > 0 )
				FacialHairHue = Hue;
			
			for ( int i = Items.Count - 1; i >= 0; i -- )
				Items[ i ].Hue = Hue;
			
			if ( m_Plinth != null )
				m_Plinth.InvalidateHue();
		}
		
		private int m_Animation;
		private int m_Frames;
		
		public void InvalidatePose()
		{		
			switch ( m_Pose )
            {
            	case StatuePose.Ready: 
            			m_Animation = 4;
                        m_Frames = 0;
                        break;
                case StatuePose.Casting:
                        m_Animation = 16;
                        m_Frames = 2;
                        break;
                case StatuePose.Salute:
                        m_Animation = 33;
                        m_Frames = 1;
                        break;
                case StatuePose.AllPraiseMe:
                        m_Animation = 17;
                        m_Frames = 4;
                        break;
                case StatuePose.Fighting:
                        m_Animation = 31;
                        m_Frames = 5;
                        break;
                case StatuePose.HandsOnHips:
                        m_Animation = 6;
                        m_Frames = 1;
                        break;
            }

			if( Map != null )
			{
				ProcessDelta();

				Packet p = null;

				IPooledEnumerable eable = Map.GetClientsInRange( Location );

				foreach( NetState state in eable )
				{
					state.Mobile.ProcessDelta();

					if( p == null )
						p = Packet.Acquire( new UpdateStatueAnimation( this, 1, m_Animation, m_Frames ) );

					state.Send( p );
				}

				Packet.Release( p );

				eable.Free();
			}
	    }
		
		private class DemolishEntry : ContextMenuEntry
		{
			private CharacterStatue m_Statue;

			public DemolishEntry( CharacterStatue statue ) : base( 6275, 2 )
			{
				m_Statue = statue;
			}
	
			public override void OnClick()
			{
				if ( m_Statue.Deleted )
					return;
					
				m_Statue.Demolish( Owner.From );
			}
		}
	}
}
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Old 10-13-2008, 03:56 AM   #1619 (permalink)
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@ Lok1728
Doesnt matter which vs u use. All you have to do is download Revision 300: /devel and mondains-legacy - Google Code. Than simply copy & overwrite all files in the package.

@ KhiLL
I doubt chief is causing this (like u said he doesnt have clone).

@ osmose
Download this version of switch mondains-legacy - Google Code

@ greywolf79
No idea here. Try to run it without Saves folder.

You are missing a core mod. Luckily i made one that doesn't require it. See attached files ( in PlayerMobile.cs merge just public override bool CanSee( Mobile m ) function )
Attached Files
File Type: cs PlayerMobile.cs (98.0 KB, 20 views)
File Type: cs CharacterStatue.cs (15.0 KB, 21 views)
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Old 10-13-2008, 09:42 AM   #1620 (permalink)
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Malganis,

Do you think I need to remove the folder its self or just the saves? Because this was done to a fresh install. There were no saves.

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Old 10-17-2008, 05:57 PM   #1621 (permalink)
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Changed scripts on newer and such errors have turned out, somebody can help?

Code:
+ Engines/Harvest/Lumberjacking.cs:
    CS0246: Line 78: The type or namespace name 'Log' could not be found (are yo
u missing a using directive or an assembly reference?)
    CS0246: Line 81: The type or namespace name 'OakLog' could not be found (are
 you missing a using directive or an assembly reference?)
    CS0246: Line 82: The type or namespace name 'AshLog' could not be found (are
 you missing a using directive or an assembly reference?)
    CS0246: Line 83: The type or namespace name 'YewLog' could not be found (are
 you missing a using directive or an assembly reference?)
    CS0246: Line 84: The type or namespace name 'HeartwoodLog' could not be foun
d (are you missing a using directive or an assembly reference?)
    CS0246: Line 85: The type or namespace name 'BloodwoodLog' could not be foun
d (are you missing a using directive or an assembly reference?)
    CS0246: Line 86: The type or namespace name 'FrostwoodLog' could not be foun
d (are you missing a using directive or an assembly reference?)
 + Items/Containers/FillableContainers.cs:
    CS0246: Line 887: The type or namespace name 'Log' could not be found (are y
ou missing a using directive or an assembly reference?)
 + Items/Skill Items/Carpenter Items/TaxidermyKit.cs:
    CS0246: Line 109: The type or namespace name 'Board' could not be found (are
 you missing a using directive or an assembly reference?)
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Old 10-21-2008, 03:21 PM   #1622 (permalink)
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Quote:
Originally Posted by chost View Post
Changed scripts on newer and such errors have turned out, somebody can help?

Code:
+ Engines/Harvest/Lumberjacking.cs:
    CS0246: Line 78: The type or namespace name 'Log' could not be found (are yo
u missing a using directive or an assembly reference?)
    CS0246: Line 81: The type or namespace name 'OakLog' could not be found (are
 you missing a using directive or an assembly reference?)
    CS0246: Line 82: The type or namespace name 'AshLog' could not be found (are
 you missing a using directive or an assembly reference?)
    CS0246: Line 83: The type or namespace name 'YewLog' could not be found (are
 you missing a using directive or an assembly reference?)
    CS0246: Line 84: The type or namespace name 'HeartwoodLog' could not be foun
d (are you missing a using directive or an assembly reference?)
    CS0246: Line 85: The type or namespace name 'BloodwoodLog' could not be foun
d (are you missing a using directive or an assembly reference?)
    CS0246: Line 86: The type or namespace name 'FrostwoodLog' could not be foun
d (are you missing a using directive or an assembly reference?)
 + Items/Containers/FillableContainers.cs:
    CS0246: Line 887: The type or namespace name 'Log' could not be found (are y
ou missing a using directive or an assembly reference?)
 + Items/Skill Items/Carpenter Items/TaxidermyKit.cs:
    CS0246: Line 109: The type or namespace name 'Board' could not be found (are
 you missing a using directive or an assembly reference?)

Check your resources.cs file, it sounds like one script is asking for ashlog, but if I'm not mistaken in your resources script it'll be named AshWood. I had this same problem with a script and that's all it took to fix it.
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Old 10-27-2008, 02:35 AM   #1623 (permalink)
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i download the file you posted, and i get an error saying that the data is corrupt.... (compiler for dummies)

Last edited by Tarn Blackhail; 10-27-2008 at 03:28 AM.
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Old 11-01-2008, 03:30 AM   #1624 (permalink)
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