ID:147750
 

No matter what i do I always get Login.dm:183:error:base_Initialize:undefined proc even if its a game that worked fine on another computer, or one that i just Downloaded,a lways Login.dm:183:error:base_Initialize:undefined proc
.> <.< e.e v_v
Newen wrote:
No matter what i do I always get Login.dm:183:error:base_Initialize:undefined proc even if its a game that worked fine on another computer, or one that i just Downloaded,a lways Login.dm:183:error:base_Initialize:undefined proc
.> <.< e.e v_v

Download this:

http://www.byond.com/hub/Deadron.BaseCamp
In response to Deadron
Deadron wrote:
Download this:

http://www.byond.com/hub/Deadron.BaseCamp

I downloaded it but i still get the error...

My login coding is..

////////////////////////////
// DON'T TOUCH THIS FILE! //
////////////////////////////
/*




Unless you are a BYOND guru who is curious how this works,
there is no point in reading this file. It's just the gritty
code, and you NEVER need to touch it or even read it.

See characterhandling.dm for full library documentation.

If you touch this file and then your character saving breaks,
don't bug me about it, it's not my problem.
*/
#define DEBUG
#include <deadron/basecamp>

#define BASE_MENU_CREATE_CHARACTER "Create New Character"
#define BASE_MENU_DELETE_CHARACTER "Delete Character"
#define BASE_MENU_CANCEL "Cancel"
#define BASE_MENU_QUIT "Quit"


// Implementation
client/var/tmp
base_num_characters_allowed = 3
base_autoload_character = 0
base_autosave_character = 1
base_autodelete_mob = 1
base_save_verbs = 1

mob
var/tmp
base_save_allowed = 1 // Is this mob allowed to be saved?
base_save_location = 1 // Should the mob's location be saved and restored?

var/list/base_saved_verbs // If we're saving verbs they are stored here.

proc/base_InitFromSavefile()
return

Write(savefile/F)
// Save the location if that has been specified and there is a map.
// First, call the default Write() behavior for mobs.
..()

if (base_save_location && world.maxx)
F["last_x"] << x
F["last_y"] << y
F["last_z"] << z
return

Read(savefile/F)
// Restore the mob's location if that has been specified and there is a map.
// This doesn't do anything special if the mob movement fails.
// Call the default Read() behavior for mobs.
..()

if (base_save_location && world.maxx)
var/last_x
var/last_y
var/last_z
F["last_x"] >> last_x
F["last_y"] >> last_y
F["last_z"] >> last_z
var/destination = locate(last_x, last_y, last_z)
Move(destination)
return

mob/BaseCamp
base_save_allowed = 0 // BaseCamp mobs are for admin only.

Login()
RemoveVerbs()
// Don't use any other Login() code.
return

Stat()
// Don't want any stat panels for BaseCamp mobs.
return

Logout()
// Don't use any other Logout() code.
return

proc/RemoveVerbs()
for (var/my_verb in verbs)
verbs -= my_verb

mob/BaseCamp/FirstTimePlayer
proc/FirstTimePlayer()
// Here in case developer wants to do something first time a player ever logs in.
return 1


mob/BaseCamp/ChoosingCharacter
Login()
// spawn to make sure all administrative tasks are over.
spawn()
ChooseCharacter()
return ..()

proc/ChooseCharacter()
var/list/available_char_names = client.base_CharacterNames()
var/list/menu = new()
menu += available_char_names

if (length(available_char_names) < client.base_num_characters_allowed)
if (client.base_num_characters_allowed == 1)
// If only one character allowed, jump right to creating character.
client.base_NewMob()
del(src)
return
else
menu += BASE_MENU_CREATE_CHARACTER

if (length(available_char_names))
menu += BASE_MENU_DELETE_CHARACTER

menu += BASE_MENU_QUIT

var/default = null
var/result = input(src, "Who do you want to be today?", "Welcome to [world.name]!", default) in menu

switch(result)
if (0, BASE_MENU_QUIT)
// Kick them off.
del(src)
return

if (BASE_MENU_CREATE_CHARACTER)
client.base_NewMob()
del(src)
return

if (BASE_MENU_DELETE_CHARACTER)
// Give them a chance to delete something, but then they need to choose.
DeleteCharacter()
ChooseCharacter()
return

// They must have chosen a character, so load it.
var/mob/Mob = client.base_LoadMob(result)
if (Mob)
del(src)
else
ChooseCharacter()

proc/DeleteCharacter()
var/list/available_char_names = client.base_CharacterNames()
var/list/menu = new()
menu += available_char_names

menu += BASE_MENU_CANCEL
menu += BASE_MENU_QUIT

var/default = null
var/result = input(src, "Which character do you want to delete?", "Deleting character", default) in menu

switch(result)
if (0, BASE_MENU_QUIT)
// Kick them off.
del(src)
return

if (BASE_MENU_CANCEL)
return

// They chose a character to delete.
client.base_DeleteMob(result)
ChooseCharacter()
return



client
var/tmp/savefile/_base_player_savefile

New()
// Let them choose/create a character.
if (base_autoload_character)
base_ChooseCharacter()
base_Initialize()
return
return ..()

Del()
if (base_autosave_character)
base_SaveMob()

// Delete mob.
if (base_autodelete_mob)
del(mob)
return ..()


proc/base_PlayerSavefile()
if (!_base_player_savefile)
// Put in players/[first_initial]/[ckey].sav
var/start = 1
var/end = 2
var/first_initial = copytext(ckey, start, end)
var/filename = "players/[first_initial]/[ckey].sav"
_base_player_savefile = new(filename)
return _base_player_savefile


proc/base_FirstTimePlayer()
var/mob/BaseCamp/FirstTimePlayer/first_mob = new()
first_mob.name = key
first_mob.gender = gender
mob = first_mob
return first_mob.FirstTimePlayer()


proc/base_ChooseCharacter()
// Switches the player to a choosing character mob.
// In case switching in middle of game, save previous mob.
base_SaveMob()

var/mob/BaseCamp/ChoosingCharacter/chooser

// Do they have any characters to choose from?
var/list/names = base_CharacterNames()
if (!length(names))
// They must be a first time player.
var/result = base_FirstTimePlayer()
if (!result)
// They weren't approved, so boot 'em.
del(src)
return

// Okay let them create their first character.
chooser = new()
mob = chooser
return

// If only one character is allowed, try to just load it.
if (base_num_characters_allowed == 1)
base_LoadMob(names[1])
return

chooser = new()
mob = chooser
return


proc/base_CharacterNames()
// Get the full names of all this player's characters.
var/list/names = new()
var/savefile/F = base_PlayerSavefile()

F.cd = "/players/[ckey]/mobs/"
var/list/characters = F.dir
var/char_name
for (var/entry in characters)
F["[entry]/name"] >> char_name
names += char_name
return names


proc/base_NewMob()
var/T = input("Now, choose an RP appropriate name.","Name",key) as text|null
if(T == "")
world << "\cyan [key] tryed to log on with a key, but has been booted."
del(src)
for(var/mob/players/M in world)
if(T == M.name)
mob << "\cyan Name already taken."
base_NewMob()
break
if(lentext(T) > 20)
src << "\cyan Name is too long. It needs to be less than 20 characters"
base_NewMob()
var/list/element = list("Fire","Water","Air","Earth")
var/list/gen = list("Male","Female")
var/mob/new_mob
var/ele = input("What element do you hail from?","Element")in element
var/g = input("What gender are you?","Gender")in gen
if(ele == "Fire")
new_mob = new/mob/players/RedSlime()
if(g == "Male")
new_mob.Spells.Add("Flame Swing")
if(g == "Female")
new_mob.Spells.Add("Flame")
if(ele == "Water")
new_mob = new/mob/players/BlueSlime()
if(g == "Male")
new_mob.Spells.Add("Refresh")
if(g == "Female")
new_mob.Spells.Add("Drizzle")
if(ele == "Air")
new_mob = new/mob/players/MetalSlime()
if(g == "Male")
new_mob.Spells.Add("Gale")
if(g == "Female")
new_mob.Spells.Add("Gust")
if(ele == "Earth")
new_mob = new/mob/players/GreenSlime()
if(g == "Male")
new_mob.Spells.Add("Orb Poison Swing")
if(g == "Female")
new_mob.Spells.Add("Antidote")
new_mob.gend = g
new_mob.name="[html_encode(T)]"
base_SaveMob()
mob = new_mob
// new_mob.base_Initialize()
// Clear out the savefile to keep it from staying open.
_base_player_savefile = null
return new_mob


proc/base_SaveMob()
// Saves the player's current mob based on the ckey of its name.
if (!mob || !mob.base_save_allowed)
return

// If we're saving verbs, move them over now.
if (base_save_verbs)
mob.base_saved_verbs = mob.verbs

var/savefile/F = base_PlayerSavefile()

var/mob_ckey = ckey(mob.name)

var/directory = "/players/[ckey]/mobs/[mob_ckey]"
F.cd = directory
F["name"] << mob.name
F["mob"] << mob
_base_player_savefile = null


proc/base_LoadMob(char_name)
// Look for a character with the ckey version of this name.
// If found, load it, set the client mob to it, and return it.
// Otherwise return null.
var/mob/new_mob
var/char_ckey = ckey(char_name)
var/savefile/F = base_PlayerSavefile()
_base_player_savefile = null

F.cd = "/players/[ckey]/mobs/"
var/list/characters = F.dir
if (!characters.Find(char_ckey))
world.log << "[key]'s client.LoadCharacter() could not locate character [char_name]."
mob << "Unable to load [char_name]."
return null

F["[char_ckey]/mob"] >> new_mob
if (new_mob)
mob = new_mob
new_mob.base_InitFromSavefile()

// If we're doing verbs, set them now.
if (base_save_verbs && new_mob.base_saved_verbs)
for (var/item in new_mob.base_saved_verbs)
new_mob.verbs += item
return new_mob
return null
proc/base_DeleteMob(char_name)
// Look for a character with the ckey version of this name.
// If found, delete it.
var/char_ckey = ckey(char_name)
var/savefile/F = base_PlayerSavefile()
F.cd = "/players/[ckey]/mobs/"
F.dir.Remove(char_ckey)


and the error is found at...

New()
// Let them choose/create a character.
if (base_autoload_character)
base_ChooseCharacter()
base_Initialize()
return
return ..()
In response to Newen
NM!!!

The base camp i downladed was naked no code at all!! SO went to my brothers cpu and lloked at his and there was code@! SO i had him send me his copy of it!! FOr anyone else who has this prob!!

////////////////////////////////////////////////
// BaseCamp: From here you can reach Everest! //
////////////////////////////////////////////////
// BaseCamp is Deadron's set of libraries providing
// core game functionality.
//
// This library is used by the other BaseCamp libraries
// for items in common between the libraries.
// It doesn't do anything interesting in itself.

/*
Global GameController variable
------------------------------
This is where the global GameController is stored.
You can access it from anywhere in your code:

GameController.cycle_delay = 3
*/
var/BaseCamp/GameController/GameController




// The rest of this is used by various BaseCamp libraries.
// You don't need to touch any of it.
world
New()
var/result = ..()
if (!GameController)
GameController = new()
return result


BaseCamp/GameController
// Runs the game event loop.
var/tmp
name = "GameController"
initialized = 0


proc
Initialize()
initialized = 1
return

Write()
// GlobalMessage("\red BaseCamp: Illegal attempt to write GameController to savefile!")
world.log << "BaseCamp: Illegal attempt to write GameController to savefile!"
return


client
var/tmp/base_initialized = 0

New()
var/result = ..()
base_Initialize()
return result

proc/base_Initialize()
base_initialized = 1
return


YAY!!!