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 >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >