ID:1872299
 
(See the best response by Maximus_Alex2003.)
Problem description:

loading TWW.dme
loading screen.dmf
codesbysam.dm:710:warning: findText: findText is being phased out; replace with findtextEx
areas.dm:199:error: : empty type name (indentation error?)
TWW.dmb - 1 error, 1 warnings

I know how to fix the indentation error on microsoft office but how can you fix it on the DM?
microsoft office

Can you show the relevant section of your code? Any spreadsheets, clipart, graphs, or databases you have handy would be of service too.
Best response
Indentation errors are either caused by something not "tabbed" over where it should be, or you copy+pasted code from the website (which turns "tabs" into spaces).

The tabbed over could be something as simple as you've defined a proc and the next line matches the same column as your proc.
Ex:

which should be:

https://support.microsoft.com/en-us/kb/68048
i think this is why the DM shows the indentation error thing

and :

/proc/area_contents(var/area/A)
if(!istype(A)) return null
var/list/contents = list()
for(var/area/LSA in A)
contents += LSA.contents
return contents


teleportNode
var
list/nodes
list/areas
name

proc
AdjacentNodes()
return nodes
Distance(teleportNode/t)
return 1

/* westWing
nodes = list("firstFloor")
dungeons
nodes = list("firstFloor")
firstFloor
nodes = list("hostpital", "secondFloor", "westWing", "dungeons")
fourthFloor
nodes = list("thirdFloor", "hostpital")
secondFloor
nodes = list("firstFloor", "thirdFloor")
thirdFloor
nodes = list("secondFloor")
hostpital
nodes = list("firstFloor", "fourthFloor")*/


proc
AccessibleAreas(turf/t)
var/ret[] = block(locate(max(t.x-1,1),max(t.y-1,1),t.z),locate(min(t.x+1,world.maxx),min(t.y+1,world.maxy),t.z)) - t
for(var/turf/i in ret)
if(i.density || istype(i, /turf/blankturf) || (locate(/obj/teleport) in i))
ret -= i

else
var/area/a = i.loc
if(a.name == "area" || a.name == "hogwarts")
ret -= i
return ret

teleportMap
var/list/teleports

proc/init()
var/count = 0
teleports = list()

var/list/teleportPaths = list()

for(var/obj/teleportPath/p in world)
teleportPaths += p

while(teleportPaths.len > 0)

var/obj/teleportPath/path = teleportPaths[1]
teleportPaths -= path

var/teleportNode/node = new
node.name = "[++count]"

node.nodes = list()
node.areas = list()

var/Region/r = new(path.loc, /proc/AccessibleAreas)
for(var/turf/t in r.contents)
var/area/a = t.loc
a.region = node

if(!(a.name in node.areas)) node.areas += a.name

var/obj/teleportPath/p = locate() in t
if(p)
teleportPaths -= p
node.nodes += p

teleports["[count]"] = node


for(var/n in teleports)
var/teleportNode/node = teleports[n]

for(var/obj/teleportPath/p in node.nodes)
node.nodes -= p

var/turf/t = locate("[p.dest]_to_[p.name]:0")
if(!t) continue
var/area/a = t.loc

node.nodes[a.region] = "[p.name]_to_[p.dest]:0"

var/teleportMap/TeleportMap

obj/teleportPath
var
tmp/dest
axisY = FALSE
New()
..()
var/area/a = loc.loc
if(!a) return

name = a.name

for(var/turf/t in oview(2, src))
if(t == loc) continue
if(t.density) continue
if(t.opacity) continue

var/area/nearby_area = t.loc
if(nearby_area && nearby_area != a)
dest = nearby_area.name

var/obj/teleport/tele = new (t)

var/offset = axisY ? y - t.y : x - t.x
var/turf/tagTurf = axisY ? locate(x, tele.y, z) : locate(tele.x, y, z)

tagTurf.tag = "[name]_to_[nearby_area.name]:[offset]"
tele.dest = "[nearby_area.name]_to_[name]:[offset]"

Side
axisY = TRUE

area/var/tmp/teleportNode/region

mob/verb/testMap()
for(var/i in TeleportMap.teleports)
world << i

var/teleportNode/n = TeleportMap.teleports[i]
var/nodes = ""
for(var/node in n.nodes)
nodes += "[node], "
world << "Nodes: [nodes]"

var/textareas = ""
for(var/t in n.areas)
textareas += "[t], "
world << "Areas: [textareas]"



/************************************************
Common Room Areas
************************************************/

var/const
GROUND_FLOOR = 1
SEC_FLOOR_EAST = 2
SEC_FLOOR_WEST = 3
THIRD_FLOOR = 4
FORTH_FLOOR = 5

proc/getFloor(destination)
switch(destination)
if("DADA")
return GROUND_FLOOR
if("Charms")
return SEC_FLOOR_WEST
if("COMC")
return GROUND_FLOOR
if("Transfiguration")
return THIRD_FLOOR
if("Muggle Studies")
return GROUND_FLOOR
if("Headmasters")
return SEC_FLOOR_EAST
if("GCOM")
return THIRD_FLOOR
if("Duel")
return FORTH_FLOOR
Players << "Error 3bhn"
var/curClass
area
var/list/AI_directions
var/location

outsideHogwarts // pathfinding related
name = "Hogwarts"
outside/insideHogwarts
name = "Entrance Hall"
var/uid
var/list/ambientsounds = list('sound/ambichg1.ogg','sound/ambichg2.ogg',\
'sound/ambichg3.ogg','sound/ambichg4.ogg')
</b>
In response to Maximus_Alex2003
Maximus_Alex2003 wrote:
Indentation errors are either caused by something not "tabbed" over where it should be, or you copy+pasted code from the website (which turns "tabs" into spaces).

The tabbed over could be something as simple as you've defined a proc and the next line matches the same column as your proc.
Ex:

which should be:

how to fix that?
The bottom two lines aren't indented properly. You want to match their indentation up with name.

Also, there's almost never a case where you are going to find a solution to a compiler error on MSDN. Just saying.
fixed it , thx guys
In response to Maxsteel13
    outside/insideHogwarts
name = "Entrance Hall"
var/uid
var/list/ambientsounds = list('sound/ambichg1.ogg','sound/ambichg2.ogg',\
'sound/ambichg3.ogg','sound/ambichg4.ogg')


As Ter13 stated, these lines are an issue. Notice how var/uid and var/list/ambientsounds don't match with name = "Entrance Hall" ? The error is telling you those lines need to match their correct spot underneath outside/insideHogwarts

In this case it looks like you copy+pasted it, because it's not where tab would bring to.


/Edit/
Sorry, posted 1 minute too late.