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Re: Gamestudio 8.30.2 Public Beta
[Re: MTD]
#383259
09/18/11 01:35
09/18/11 01:35
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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The warning is now gone, thank you! Unfortunately, I have to retract my words. The "invalid call in event"-warning has appeared again. Situation was as follows: Object involved in collision:
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:
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 Check out my new game: Pogostuck: Rage With Your Friends
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Re: Gamestudio 8.30.2 Public Beta
[Re: jcl]
#383260
09/18/11 03:19
09/18/11 03:19
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Joined: Sep 2003
Posts: 648 Switzerland
snake67
User
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User
Joined: Sep 2003
Posts: 648
Switzerland
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Hi I get an error "Script crash" when using "snd_tune". Didnt have this with previous version. I made a small testlevel to eleminate all influences. Should i mail it? Here is the code:
SOUND* tapstone_sound = "tapstone.wav";
void main()
{
var h;
ENTITY* e;
level_load("soundtest.wmb");
wait(5);
e=ent_create("waypoint.mdl", nullvector, NULL);
while(1)
{
h=ent_playsound(e, tapstone_sound, 100);
snd_tune(h, 0, 50, 0);
wait(-1);
}
}
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Re: Gamestudio 8.30.2 Public Beta
[Re: 3run]
#383278
09/18/11 14:48
09/18/11 14:48
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Joined: Sep 2003
Posts: 648 Switzerland
snake67
User
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User
Joined: Sep 2003
Posts: 648
Switzerland
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For me sound works but not snd_tune. In above example the sound is heard once and then the error box is displayed.
BTW: snd_stop gets script crash too.
Last edited by snake67; 09/18/11 15:10.
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Re: Gamestudio 8.30.2 Public Beta
[Re: jcl]
#383417
09/20/11 10:28
09/20/11 10:28
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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When I open an wmb file by double clicking on its icon and I press F11 to go to stats panel, I get "Empty Function called in def_debug" (I already have downloaded the .dll and sound_test.c works fine)
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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