Golbi Posted March 1, 2011 Author Share Posted March 1, 2011 I have a question.Can it be that the reload (Cool Down) TimeSpell 2-XX does not work?When Spell * 1 * * Go **Google Translator* Link to comment Share on other sites More sharing options...
The New World Posted March 1, 2011 Share Posted March 1, 2011 I'm sorry, but it seems that you're asking that if Spell #1 is casting, that Spell #2 isn't cooling down? Link to comment Share on other sites More sharing options...
Golbi Posted March 1, 2011 Author Share Posted March 1, 2011 I meanCoolDown Time (Spell)Spell number 1 *working properly*Spell number 20 *does not work*Â (*has no cooldown time*)it lacks the cooldown time in Spellcooldown time it does not go Link to comment Share on other sites More sharing options...
Joyce Posted March 1, 2011 Share Posted March 1, 2011 I think you mean your spells above 20 don't work when you have no cooldown set? I'm terribly sorry.. But your posts are making little to no sense. Is there anyone around you in your friends or family that is proficient in English? Perhaps they can explain better. Link to comment Share on other sites More sharing options...
The New World Posted March 1, 2011 Share Posted March 1, 2011 For your Spell 20, did you set a Cool down timer in the spell editor? If not then that is why the spell does not cool down, or maybe you set the timer too high. It's worth playing around with to try and solve the issue. Link to comment Share on other sites More sharing options...
Golbi Posted March 1, 2011 Author Share Posted March 1, 2011 The Cool down Timeisnt working….I have a Spell number 20The Spell Have a Coldown time (41 sec.)The Coldown time is not working in the game....(I stardet the Spell20 in the game... The Spell loadet and Heal my and now Dosent working the Coldowntime) Link to comment Share on other sites More sharing options...
Joyce Posted March 1, 2011 Share Posted March 1, 2011 Could you post your CastSpell sub please? I believe I know where this is coming from.. Healing spells are a tad unfinished, and I believe I had the same issue with healing spells not taking any MP or having a cooldown not too long ago.(Targetted healing spells never set DidCast to True, thus never reaching the part where the cooldowns are initialized, and where the MP is actually lost) Link to comment Share on other sites More sharing options...
Golbi Posted March 1, 2011 Author Share Posted March 1, 2011 ```Public Sub CastSpell(ByVal spellslot As Long)Dim Buffer As clsBuffer  ' If debug mode, handle error then exit out  If Options.Debug = 1 Then On Error GoTo errorhandler  ' Check for subscript out of range  If spellslot < 1 Or spellslot > MAX_PLAYER_SPELLS Then    Exit Sub  End If  If SpellCD(spellslot) > 0 Then    AddText "Spell has not cooled down yet!", BrightRed    Exit Sub  End If  If PlayerSpells(spellslot) = 0 Then Exit Sub  ' Check if player has enough MP  If GetPlayerVital(MyIndex, Vitals.MP) < Spell(PlayerSpells(spellslot)).MPCost Then    Call AddText("Not enough MP to cast " & Trim$(Spell(PlayerSpells(spellslot)).Name) & ".", BrightRed)    Exit Sub  End If  If PlayerSpells(spellslot) > 0 Then    If GetTickCount > Player(MyIndex).AttackTimer + 1000 Then      If Player(MyIndex).Moving = 0 Then        Set Buffer = New clsBuffer        Buffer.WriteLong CCast        Buffer.WriteLong spellslot        SendData Buffer.ToArray()        Set Buffer = Nothing        SpellBuffer = spellslot        SpellBufferTimer = GetTickCount      Else        Call AddText("Cannot cast while walking!", BrightRed)      End If    End If  Else    Call AddText("No spell here.", BrightRed)  End If  ' Error handler  Exit Suberrorhandler:  HandleError "CastSpell", "modGameLogic", Err.Number, Err.Description, Err.Source, Err.HelpContext  Err.Clear  Exit SubEnd Sub```Added code tags.-Yami :) Link to comment Share on other sites More sharing options...
Joyce Posted March 1, 2011 Share Posted March 1, 2011 Oh, haha.. Sorry! I forgot to mention I needed the Server-Sided CastSpell from ModCombat.And please put your code between [ code] [ /code], but without the spaces. :) Link to comment Share on other sites More sharing options...
Golbi Posted March 1, 2011 Author Share Posted March 1, 2011 the Problem is on Range^^if I it so adjusting it is (Self-cast) Link to comment Share on other sites More sharing options...
Joyce Posted March 1, 2011 Share Posted March 1, 2011 Again, the range isn't breaking it.. It's simply the targeted heals that are broken. :) So if you were to put your server-sided CastSpell sub on here, I can take a peek at it and fix the issue. Link to comment Share on other sites More sharing options...
Golbi Posted March 1, 2011 Author Share Posted March 1, 2011 ```Public Sub CastSpell(ByVal index As Long, ByVal spellslot As Long, ByVal target As Long, ByVal targetType As Byte)  Dim spellnum As Long  Dim MPCost As Long  Dim LevelReq As Long  Dim mapNum As Long  Dim Vital As Long  Dim DidCast As Boolean  Dim ClassReq As Long  Dim AccessReq As Long  Dim I As Long  Dim AoE As Long  Dim Range As Long  Dim VitalType As Byte  Dim increment As Boolean  Dim x As Long, y As Long  Dim Buffer As clsBuffer  Dim SpellCastType As Long  DidCast = False  ' Prevent subscript out of range  If spellslot <= 0 Or spellslot > MAX_PLAYER_SPELLS Then Exit Sub  spellnum = GetPlayerSpell(index, spellslot)  mapNum = GetPlayerMap(index)  ' Make sure player has the spell  If Not HasSpell(index, spellnum) Then Exit Sub  MPCost = Spell(spellnum).MPCost  ' Check if they have enough MP  If GetPlayerVital(index, Vitals.MP) < MPCost Then    Call PlayerMsg(index, "Not enough mana!", BrightRed)    Exit Sub  End If  LevelReq = Spell(spellnum).LevelReq  ' Make sure they are the right level  If LevelReq > GetPlayerLevel(index) Then    Call PlayerMsg(index, "You must be level " & LevelReq & " to cast this spell.", BrightRed)    Exit Sub  End If  AccessReq = Spell(spellnum).AccessReq  ' make sure they have the right access  If AccessReq > GetPlayerAccess(index) Then    Call PlayerMsg(index, "You must be an administrator to cast this spell.", BrightRed)    Exit Sub  End If  ClassReq = Spell(spellnum).ClassReq  ' make sure the classreq > 0  If ClassReq > 0 Then ' 0 = no req    If ClassReq <> GetPlayerClass(index) Then      Call PlayerMsg(index, "Only " & CheckGrammar(Trim$(Class(ClassReq).Name)) & " can use this spell.", BrightRed)      Exit Sub    End If  End If  ' find out what kind of spell it is! self cast, target or AOE  If Spell(spellnum).Range > 0 Then    ' ranged attack, single target or aoe?    If Not Spell(spellnum).IsAoE Then      SpellCastType = 2 ' targetted    Else      SpellCastType = 3 ' targetted aoe    End If  Else    If Not Spell(spellnum).IsAoE Then      SpellCastType = 0 ' self-cast    Else      SpellCastType = 1 ' self-cast AoE    End If  End If  ' set the vital  Vital = Spell(spellnum).Vital  AoE = Spell(spellnum).AoE  Range = Spell(spellnum).Range  Select Case SpellCastType    Case 0 ' self-cast target      Select Case Spell(spellnum).Type        Case SPELL_TYPE_HEALHP          SpellPlayer_Effect Vitals.HP, True, index, Vital, spellnum          DidCast = True        Case SPELL_TYPE_HEALMP          SpellPlayer_Effect Vitals.MP, True, index, Vital, spellnum          DidCast = True        Case SPELL_TYPE_WARP          SendAnimation mapNum, Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, index          PlayerWarp index, Spell(spellnum).Map, Spell(spellnum).x, Spell(spellnum).y          SendAnimation GetPlayerMap(index), Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, index          DidCast = True      End Select    Case 1, 3 ' self-cast AOE & targetted AOE      If SpellCastType = 1 Then        x = GetPlayerX(index)        y = GetPlayerY(index)      ElseIf SpellCastType = 3 Then        If targetType = 0 Then Exit Sub        If target = 0 Then Exit Sub        If targetType = TARGET_TYPE_PLAYER Then          x = GetPlayerX(target)          y = GetPlayerY(target)        Else          x = MapNpc(mapNum).Npc(target).x          y = MapNpc(mapNum).Npc(target).y        End If        If Not isInRange(Range, GetPlayerX(index), GetPlayerY(index), x, y) Then          PlayerMsg index, "Target not in range.", BrightRed          SendClearSpellBuffer index        End If      End If      Select Case Spell(spellnum).Type        Case SPELL_TYPE_DAMAGEHP          DidCast = True          For I = 1 To Player_HighIndex            If IsPlaying(I) Then              If I <> index Then                If GetPlayerMap(I) = GetPlayerMap(index) Then                  If isInRange(AoE, x, y, GetPlayerX(I), GetPlayerY(I)) Then                    If CanPlayerAttackPlayer(index, I, True) Then                      SendAnimation mapNum, Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, I                      PlayerAttackPlayer index, I, Vital, spellnum                    End If                  End If                End If              End If            End If          Next          For I = 1 To MAX_MAP_NPCS            If MapNpc(mapNum).Npc(I).Num > 0 Then              If MapNpc(mapNum).Npc(I).Vital(HP) > 0 Then                If isInRange(AoE, x, y, MapNpc(mapNum).Npc(I).x, MapNpc(mapNum).Npc(I).y) Then                  If CanPlayerAttackNpc(index, I, True) Then                    SendAnimation mapNum, Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_NPC, I                    PlayerAttackNpc index, I, Vital, spellnum                  End If                End If              End If            End If          Next        Case SPELL_TYPE_HEALHP, SPELL_TYPE_HEALMP, SPELL_TYPE_DAMAGEMP          If Spell(spellnum).Type = SPELL_TYPE_HEALHP Then            VitalType = Vitals.HP            increment = True          ElseIf Spell(spellnum).Type = SPELL_TYPE_HEALMP Then            VitalType = Vitals.MP            increment = True          ElseIf Spell(spellnum).Type = SPELL_TYPE_DAMAGEMP Then            VitalType = Vitals.MP            increment = False          End If          DidCast = True          For I = 1 To Player_HighIndex            If IsPlaying(I) Then              If GetPlayerMap(I) = GetPlayerMap(index) Then                If isInRange(AoE, x, y, GetPlayerX(I), GetPlayerY(I)) Then                  SpellPlayer_Effect VitalType, increment, I, Vital, spellnum                End If              End If            End If          Next          For I = 1 To MAX_MAP_NPCS            If MapNpc(mapNum).Npc(I).Num > 0 Then              If MapNpc(mapNum).Npc(I).Vital(HP) > 0 Then                If isInRange(AoE, x, y, MapNpc(mapNum).Npc(I).x, MapNpc(mapNum).Npc(I).y) Then                  SpellNpc_Effect VitalType, increment, I, Vital, spellnum, mapNum                End If              End If            End If          Next      End Select    Case 2 ' targetted      If targetType = 0 Then Exit Sub      If target = 0 Then Exit Sub      If targetType = TARGET_TYPE_PLAYER Then        x = GetPlayerX(target)        y = GetPlayerY(target)      Else        x = MapNpc(mapNum).Npc(target).x        y = MapNpc(mapNum).Npc(target).y      End If      If Not isInRange(Range, GetPlayerX(index), GetPlayerY(index), x, y) Then        PlayerMsg index, "Target not in range.", BrightRed        SendClearSpellBuffer index        Exit Sub      End If      Select Case Spell(spellnum).Type        Case SPELL_TYPE_DAMAGEHP          If targetType = TARGET_TYPE_PLAYER Then            If CanPlayerAttackPlayer(index, target, True) Then              If Vital > 0 Then                SendAnimation mapNum, Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, target                PlayerAttackPlayer index, target, Vital, spellnum                DidCast = True              End If            End If          Else            If CanPlayerAttackNpc(index, target, True) Then              If Vital > 0 Then                SendAnimation mapNum, Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_NPC, target                PlayerAttackNpc index, target, Vital, spellnum                DidCast = True              End If            End If          End If        Case SPELL_TYPE_DAMAGEMP, SPELL_TYPE_HEALMP, SPELL_TYPE_HEALHP          If Spell(spellnum).Type = SPELL_TYPE_DAMAGEMP Then            VitalType = Vitals.MP            increment = False          ElseIf Spell(spellnum).Type = SPELL_TYPE_HEALMP Then            VitalType = Vitals.MP            increment = True          ElseIf Spell(spellnum).Type = SPELL_TYPE_HEALHP Then            VitalType = Vitals.HP            increment = True          End If          If targetType = TARGET_TYPE_PLAYER Then            If Spell(spellnum).Type = SPELL_TYPE_DAMAGEMP Then              If CanPlayerAttackPlayer(index, target, True) Then                SpellPlayer_Effect VitalType, increment, target, Vital, spellnum              End If            Else              SpellPlayer_Effect VitalType, increment, target, Vital, spellnum            End If          Else            If Spell(spellnum).Type = SPELL_TYPE_DAMAGEMP Then              If CanPlayerAttackNpc(index, target, True) Then                SpellNpc_Effect VitalType, increment, target, Vital, spellnum, mapNum              End If            Else              SpellNpc_Effect VitalType, increment, target, Vital, spellnum, mapNum            End If          End If      End Select  End Select  If DidCast Then    Call SetPlayerVital(index, Vitals.MP, GetPlayerVital(index, Vitals.MP) - MPCost)    Call SendVital(index, Vitals.MP)    ' send vitals to party if in one    If TempPlayer(index).inParty > 0 Then SendPartyVitals TempPlayer(index).inParty, index    TempPlayer(index).SpellCD(spellslot) = GetTickCount + (Spell(spellnum).CDTime * 1000)    Call SendCooldown(index, spellslot)    SendActionMsg mapNum, Trim$(Spell(spellnum).Name) & "!", BrightRed, ACTIONMSG_SCROLL, GetPlayerX(index) * 32, GetPlayerY(index) * 32  End IfEnd Sub ``` Link to comment Share on other sites More sharing options...
Joyce Posted March 1, 2011 Share Posted March 1, 2011 ```Public Sub CastSpell(ByVal index As Long, ByVal spellslot As Long, ByVal target As Long, ByVal targetType As Byte)  Dim spellnum As Long  Dim MPCost As Long  Dim LevelReq As Long  Dim mapNum As Long  Dim Vital As Long  Dim DidCast As Boolean  Dim ClassReq As Long  Dim AccessReq As Long  Dim I As Long  Dim AoE As Long  Dim Range As Long  Dim VitalType As Byte  Dim increment As Boolean  Dim x As Long, y As Long  Dim Buffer As clsBuffer  Dim SpellCastType As Long  DidCast = False  ' Prevent subscript out of range  If spellslot <= 0 Or spellslot > MAX_PLAYER_SPELLS Then Exit Sub  spellnum = GetPlayerSpell(index, spellslot)  mapNum = GetPlayerMap(index)  ' Make sure player has the spell  If Not HasSpell(index, spellnum) Then Exit Sub  MPCost = Spell(spellnum).MPCost  ' Check if they have enough MP  If GetPlayerVital(index, Vitals.MP) < MPCost Then    Call PlayerMsg(index, "Not enough mana!", BrightRed)    Exit Sub  End If  LevelReq = Spell(spellnum).LevelReq  ' Make sure they are the right level  If LevelReq > GetPlayerLevel(index) Then    Call PlayerMsg(index, "You must be level " & LevelReq & " to cast this spell.", BrightRed)    Exit Sub  End If  AccessReq = Spell(spellnum).AccessReq  ' make sure they have the right access  If AccessReq > GetPlayerAccess(index) Then    Call PlayerMsg(index, "You must be an administrator to cast this spell.", BrightRed)    Exit Sub  End If  ClassReq = Spell(spellnum).ClassReq  ' make sure the classreq > 0  If ClassReq > 0 Then ' 0 = no req    If ClassReq <> GetPlayerClass(index) Then      Call PlayerMsg(index, "Only " & CheckGrammar(Trim$(Class(ClassReq).Name)) & " can use this spell.", BrightRed)      Exit Sub    End If  End If  ' find out what kind of spell it is! self cast, target or AOE  If Spell(spellnum).Range > 0 Then    ' ranged attack, single target or aoe?    If Not Spell(spellnum).IsAoE Then      SpellCastType = 2 ' targetted    Else      SpellCastType = 3 ' targetted aoe    End If  Else    If Not Spell(spellnum).IsAoE Then      SpellCastType = 0 ' self-cast    Else      SpellCastType = 1 ' self-cast AoE    End If  End If  ' set the vital  Vital = Spell(spellnum).Vital  AoE = Spell(spellnum).AoE  Range = Spell(spellnum).Range  Select Case SpellCastType    Case 0 ' self-cast target      Select Case Spell(spellnum).Type        Case SPELL_TYPE_HEALHP          SpellPlayer_Effect Vitals.HP, True, index, Vital, spellnum          DidCast = True        Case SPELL_TYPE_HEALMP          SpellPlayer_Effect Vitals.MP, True, index, Vital, spellnum          DidCast = True        Case SPELL_TYPE_WARP          SendAnimation mapNum, Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, index          PlayerWarp index, Spell(spellnum).Map, Spell(spellnum).x, Spell(spellnum).y          SendAnimation GetPlayerMap(index), Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, index          DidCast = True      End Select    Case 1, 3 ' self-cast AOE & targetted AOE      If SpellCastType = 1 Then        x = GetPlayerX(index)        y = GetPlayerY(index)      ElseIf SpellCastType = 3 Then        If targetType = 0 Then Exit Sub        If target = 0 Then Exit Sub        If targetType = TARGET_TYPE_PLAYER Then          x = GetPlayerX(target)          y = GetPlayerY(target)        Else          x = MapNpc(mapNum).Npc(target).x          y = MapNpc(mapNum).Npc(target).y        End If        If Not isInRange(Range, GetPlayerX(index), GetPlayerY(index), x, y) Then          PlayerMsg index, "Target not in range.", BrightRed          SendClearSpellBuffer index        End If      End If      Select Case Spell(spellnum).Type        Case SPELL_TYPE_DAMAGEHP          DidCast = True          For I = 1 To Player_HighIndex            If IsPlaying(I) Then              If I <> index Then                If GetPlayerMap(I) = GetPlayerMap(index) Then                  If isInRange(AoE, x, y, GetPlayerX(I), GetPlayerY(I)) Then                    If CanPlayerAttackPlayer(index, I, True) Then                      SendAnimation mapNum, Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, I                      PlayerAttackPlayer index, I, Vital, spellnum                    End If                  End If                End If              End If            End If          Next          For I = 1 To MAX_MAP_NPCS            If MapNpc(mapNum).Npc(I).Num > 0 Then              If MapNpc(mapNum).Npc(I).Vital(HP) > 0 Then                If isInRange(AoE, x, y, MapNpc(mapNum).Npc(I).x, MapNpc(mapNum).Npc(I).y) Then                  If CanPlayerAttackNpc(index, I, True) Then                    SendAnimation mapNum, Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_NPC, I                    PlayerAttackNpc index, I, Vital, spellnum                  End If                End If              End If            End If          Next        Case SPELL_TYPE_HEALHP, SPELL_TYPE_HEALMP, SPELL_TYPE_DAMAGEMP          If Spell(spellnum).Type = SPELL_TYPE_HEALHP Then            VitalType = Vitals.HP            increment = True          ElseIf Spell(spellnum).Type = SPELL_TYPE_HEALMP Then            VitalType = Vitals.MP            increment = True          ElseIf Spell(spellnum).Type = SPELL_TYPE_DAMAGEMP Then            VitalType = Vitals.MP            increment = False          End If          DidCast = True          For I = 1 To Player_HighIndex            If IsPlaying(I) Then              If GetPlayerMap(I) = GetPlayerMap(index) Then                If isInRange(AoE, x, y, GetPlayerX(I), GetPlayerY(I)) Then                  SpellPlayer_Effect VitalType, increment, I, Vital, spellnum                End If              End If            End If          Next          For I = 1 To MAX_MAP_NPCS            If MapNpc(mapNum).Npc(I).Num > 0 Then              If MapNpc(mapNum).Npc(I).Vital(HP) > 0 Then                If isInRange(AoE, x, y, MapNpc(mapNum).Npc(I).x, MapNpc(mapNum).Npc(I).y) Then                  SpellNpc_Effect VitalType, increment, I, Vital, spellnum, mapNum                End If              End If            End If          Next      End Select    Case 2 ' targetted      If targetType = 0 Then Exit Sub      If target = 0 Then Exit Sub      If targetType = TARGET_TYPE_PLAYER Then        x = GetPlayerX(target)        y = GetPlayerY(target)      Else        x = MapNpc(mapNum).Npc(target).x        y = MapNpc(mapNum).Npc(target).y      End If      If Not isInRange(Range, GetPlayerX(index), GetPlayerY(index), x, y) Then        PlayerMsg index, "Target not in range.", BrightRed        SendClearSpellBuffer index        Exit Sub      End If      Select Case Spell(spellnum).Type        Case SPELL_TYPE_DAMAGEHP          If targetType = TARGET_TYPE_PLAYER Then            If CanPlayerAttackPlayer(index, target, True) Then              If Vital > 0 Then                SendAnimation mapNum, Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, target                PlayerAttackPlayer index, target, Vital, spellnum                DidCast = True              End If            End If          Else            If CanPlayerAttackNpc(index, target, True) Then              If Vital > 0 Then                SendAnimation mapNum, Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_NPC, target                PlayerAttackNpc index, target, Vital, spellnum                DidCast = True              End If            End If          End If        Case SPELL_TYPE_DAMAGEMP, SPELL_TYPE_HEALMP, SPELL_TYPE_HEALHP          If Spell(spellnum).Type = SPELL_TYPE_DAMAGEMP Then            VitalType = Vitals.MP            increment = False            DidCast = True ' <--- Fixed!          ElseIf Spell(spellnum).Type = SPELL_TYPE_HEALMP Then            VitalType = Vitals.MP            increment = True            DidCast = True ' <--- Fixed!          ElseIf Spell(spellnum).Type = SPELL_TYPE_HEALHP Then            VitalType = Vitals.HP            increment = True            DidCast = True ' <--- Fixed!          End If          If targetType = TARGET_TYPE_PLAYER Then            If Spell(spellnum).Type = SPELL_TYPE_DAMAGEMP Then              If CanPlayerAttackPlayer(index, target, True) Then                SpellPlayer_Effect VitalType, increment, target, Vital, spellnum              End If            Else              SpellPlayer_Effect VitalType, increment, target, Vital, spellnum            End If          Else            If Spell(spellnum).Type = SPELL_TYPE_DAMAGEMP Then              If CanPlayerAttackNpc(index, target, True) Then                SpellNpc_Effect VitalType, increment, target, Vital, spellnum, mapNum              End If            Else              SpellNpc_Effect VitalType, increment, target, Vital, spellnum, mapNum            End If          End If      End Select  End Select  If DidCast Then    Call SetPlayerVital(index, Vitals.MP, GetPlayerVital(index, Vitals.MP) - MPCost)    Call SendVital(index, Vitals.MP)    ' send vitals to party if in one    If TempPlayer(index).inParty > 0 Then SendPartyVitals TempPlayer(index).inParty, index    TempPlayer(index).SpellCD(spellslot) = GetTickCount + (Spell(spellnum).CDTime * 1000)    Call SendCooldown(index, spellslot)    SendActionMsg mapNum, Trim$(Spell(spellnum).Name) & "!", BrightRed, ACTIONMSG_SCROLL, GetPlayerX(index) * 32, GetPlayerY(index) * 32  End IfEnd Sub ```There we go, added three DidCast = True bits, from here on Healing HP, Healing MP and Damage MP spells should work properly, along with cooldowns and MP usage. :) Link to comment Share on other sites More sharing options...
Golbi Posted March 1, 2011 Author Share Posted March 1, 2011 :-(Laufzeitfehler '429':Objekterstellung durch ActiveX-Komponente nicht möglichRun-time error '429 ':Create object ActiveX component can not Link to comment Share on other sites More sharing options...
Joyce Posted March 1, 2011 Share Posted March 1, 2011 Have you installed the library files that are required by Eclipse? Link to comment Share on other sites More sharing options...
Golbi Posted March 1, 2011 Author Share Posted March 1, 2011 yes i have instalet libary files from EE2.7 Link to comment Share on other sites More sharing options...
Joyce Posted March 1, 2011 Share Posted March 1, 2011 Try this installer : http://www.touchofdeathforums.com/smf/index.php/topic,65854.0.htmlI believe EO uses a few libraries EE did not. :)Although it is rather odd how you were able to run it before, and not anymore.. Link to comment Share on other sites More sharing options...
Golbi Posted March 1, 2011 Author Share Posted March 1, 2011 Now it goes I thank you very muchIt's very nice that you helped me Link to comment Share on other sites More sharing options...
Joyce Posted March 1, 2011 Share Posted March 1, 2011 That's what we're here for. ;) Link to comment Share on other sites More sharing options...
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