Okay, i had found, where problem was.
Code:
void PlayerActivate()
{
 for first to last node
 {
  turn
  move
  }
 beep
}

when i commented "turn" section of PlayerActivate() function, there is no more "crash in HighlightAvaivablePath()"... very nice




btw, "turn" section by itself:
Code:
vec_to_angle(temp_vec,vec_diff(NULL,ActiveChar.x,AstarPlayerClosestTarget.x));
diff = ang(ActiveChar.pan - temp_vec.x);
while ( abs(diff) > 15 ) 
{
 vec_to_angle(temp_vec,vec_diff(NULL,ActiveChar.x,AstarPlayerClosestTarget.x));
 diff = ang(ActiveChar.pan - temp_vec.x);
 ActiveChar.pan -= sign(diff)*50*time_step;						
 HighlightPath(steps);
 wait(1);
}



Last edited by VeT; 07/01/09 14:36.

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