[project1dev] Re: Project1 - SVN Update 330

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 8 Jul 2009 21:11:10 -0700

If its a crucial function that is needed it should warn if its missing. If
it is not crucial and not required it shouldn't need to tell you.

Also, I put a DeInit back in my arrows.

-----------------------------------
--            DeInit
-----------------------------------
function DeInit()
  FreeModel(Model);
end

and then the game is spitting out crazy errors i've never seen when in that
first tiletrap area.


[Error] TouchEnd: TileRises
[Error] Done
[Error] Timed event: KillMe
[Error] Done
[Error] Timed event: EnablePlayerControl
[Error] Done
[Error] TouchEnd: TileRises
[Error] Done
[Error] TouchStart: TileLowers
[Error] Done
[Error] Timed event: EnablePlayerControl
[Error] Done
[Error] TouchStart: TileLowers
[Error] Done
[Error] TouchEnd: TileRises

I'll just upload my arrows



On Wed, Jul 8, 2009 at 9:08 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> so in this case you'd want it telling you that there was no deinit?
>
> Im just wondering cause do you need a deinit in this case?
>
>
> On Wed, Jul 8, 2009 at 8:56 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> I think it should warn if it's missing a crucial function.
>>
>>
>> On Wed, Jul 8, 2009 at 8:12 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> bah ok
>>>
>>> the "nil value" error is just cause you don't have a deinit function in
>>> your mob script.
>>>
>>> what do you think would be a good long term solution to this?
>>>
>>> #1 - it tells you when you are missing functions like this (tick, deinit,
>>> etc)
>>> or
>>> #2 - it silently fails and just doesn't call them when it should.
>>>
>>> #3 - other?
>>>
>>>
>>> On Wed, Jul 8, 2009 at 7:55 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>>
>>>> did you also notice a crash?  I hit a crash w/ the arrows and just fixed
>>>> it but the "attempting to call nil value" is still coming up... gonna try
>>>> and figure that out hehe
>>>>
>>>>
>>>> On Wed, Jul 8, 2009 at 7:19 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>
>>>>> Yeah, probably. I know your gonna tell me something about despawning
>>>>> models but I was getting errors when I despawning the mob so i tried it 
>>>>> the
>>>>> other way and now I left both in.
>>>>>
>>>>>
>>>>> On Wed, Jul 8, 2009 at 6:58 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>
>>>>>> Wasnt there an error of this kind on another enemy before?
>>>>>>
>>>>>> Sure i'll check it out when i get home (:
>>>>>> On Wed, Jul 8, 2009 at 6:37 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> Hey Alan. I noticed my arrows throw out errors after awhile. I
>>>>>>> believe it has something to do with my despawn scripts. Can you check 
>>>>>>> em out
>>>>>>> when you get a minute?
>>>>>>>
>>>>>>>
>>>>>>> On Wed, Jul 8, 2009 at 3:37 PM, Apache User <
>>>>>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>>>>>
>>>>>>>> User:korgath
>>>>>>>>
>>>>>>>> Message: modified arrow to keep track of how many times it hits the
>>>>>>>> player and adds only 1 each time
>>>>>>>>
>>>>>>>> modified the tiletrap to no longer shake when the player is sitting
>>>>>>>> on it
>>>>>>>>
>>>>>>>> fixed a typo on templemap
>>>>>>>>
>>>>>>>> <Files Changed>
>>>>>>>> U   Scripts/Enemies/Traps/Arrow.lua
>>>>>>>> U   Scripts/Enemies/Traps/tiletrap.lua
>>>>>>>> U   Scripts/Maps/FirstTemple/firstfloor.lua
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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