Originally Posted By: Superku
The warning is now gone, thank you!

Unfortunately, I have to retract my words. The "invalid call in event"-warning has appeared again. frown Situation was as follows:

Object involved in collision:
Code:
void spike_event()
{
	if(you == superku) superku.health = 0;
}

action spike()
{
	c_setminmax(my);
	set(my,POLYGON | FLAG2 | UNLIT);
	my.event = spike_event;
	my.emask |= ENABLE_IMPACT;
}


Player function contains the following code (as seen in my previous posts on the beta forum):
superku_walk(); // contains c_move, see below
superku_fix(); // contains c_trace, this is where the warning appears

c_move:
Code:
c_ignore(group_superku,group_blocker2,10,0);
c_move(me,nullvector,vector(0,0,my.skill50*time_step),IGNORE_PASSABLE | IGNORE_PUSH | IGNORE_CONTENT);


Again, as already discussed on the beta forum when I've first described the issue, superku_fix is NO event but issues the warning.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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