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Problem with parameters when calling a function #257975
03/26/09 22:43
03/26/09 22:43
Joined: Jan 2005
Posts: 605
Deutschland, NRW
G
garv3 Offline OP
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garv3  Offline OP
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G

Joined: Jan 2005
Posts: 605
Deutschland, NRW
Hi all!

I have got some code including something like this:

Code:
#define boden 1

function gegner_anvisieren(var luft_oder_boden){
   ...
}

gegner_anvisieren(boden);


When this code is run, I get an error saying "Call function gegner_anvisieren ERROR".

So what's wrong?

Thx!!!
derGarv


GameStudio Version: A7 Pro v7.86
Re: Problem with parameters when calling a function [Re: garv3] #257977
03/26/09 23:04
03/26/09 23:04
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
Nothing wrong there. Maybe post the whole of gegner_anvisieren?

Or check other lines in code where gegner_anvisieren is called from(if any).


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Problem with parameters when calling a function [Re: EvilSOB] #257979
03/26/09 23:09
03/26/09 23:09
Joined: Jan 2005
Posts: 605
Deutschland, NRW
G
garv3 Offline OP
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garv3  Offline OP
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Joined: Jan 2005
Posts: 605
Deutschland, NRW
Well, the compiler gives me the line and I checked all later lines where the function is called.

Here it is:
Code:
function gegner_anvisieren(var luft_oder_boden){
	VECTOR temp;
	ENTITY* mein_anvisier_ziel_ptr;
	var mein_anvisier_ziel[3];
	while(me){
		if(my.einheiten_anvisierter_gegner != NULL){
			if (ptr_for_handle(my.einheiten_anvisierter_gegner) != NULL && mein_anvisier_ziel_ptr != ptr_for_handle(my.einheiten_anvisierter_gegner)){
				mein_anvisier_ziel_ptr = ptr_for_handle(my.einheiten_anvisierter_gegner);
				if(mein_anvisier_ziel_ptr.gegner_luft_oder_boden != luft_oder_boden)
					mein_anvisier_ziel_ptr = NULL;
			}
			if(mein_anvisier_ziel_ptr != NULL){
				vec_set(temp, vector(mein_anvisier_ziel_ptr.x,mein_anvisier_ziel_ptr.y,mein_anvisier_ziel_ptr.z+mein_anvisier_ziel_ptr.gegner_hoehe/2));
				vec_sub(temp, vector(my.x,my.y,my.z+my.einheiten_hoehe));
				effect_local(anvisier_effekt, 1, vector(my.einheiten_anvisierlaser_start_x,my.einheiten_anvisierlaser_start_y,my.einheiten_anvisierlaser_start_z), temp);
			}
			if (ptr_for_handle(my.einheiten_anvisierter_gegner) == NULL){
				my.einheiten_anvisierter_gegner = NULL;
				mein_anvisier_ziel_ptr = NULL;	
			}
		}else{
			mein_anvisier_ziel_ptr = NULL;
		}
		wait(1);
	}
}


If I just remove the "boden" var and replace it by a static value, everything works fine!


GameStudio Version: A7 Pro v7.86
Re: Problem with parameters when calling a function [Re: garv3] #257985
03/26/09 23:26
03/26/09 23:26
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
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Espér  Offline
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Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Schonmal "luft-oder-boden" versucht...?

Kanns eind as 3DGS/Lite-C die "_" in einen "." beim auslesen umwandelt..


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Re: Problem with parameters when calling a function [Re: Espér] #257986
03/26/09 23:30
03/26/09 23:30
Joined: Jan 2005
Posts: 605
Deutschland, NRW
G
garv3 Offline OP
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garv3  Offline OP
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Joined: Jan 2005
Posts: 605
Deutschland, NRW
Bringt leider nichts.
Selbst, wenn ich die variable in "myvar" umbenenne, ändert sich nichts!


GameStudio Version: A7 Pro v7.86
Re: Problem with parameters when calling a function [Re: garv3] #257987
03/26/09 23:37
03/26/09 23:37
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
Compiles and runs fine (once I had created the entity.skill defines).

What is the ACTUAL "#define boden ..." line you are using?
(copy and paste into post by preference)

And can you also post all the real #define's that are used by this function?
einheiten_anvisierter_gegner
gegner_luft_oder_boden
gegner_hoehe
einheiten_hoehe
einheiten_anvisierlaser_start_x
einheiten_anvisierlaser_start_y
einheiten_anvisierlaser_start_z

Thanks


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Problem with parameters when calling a function [Re: EvilSOB] #257988
03/26/09 23:44
03/26/09 23:44
Joined: Jan 2005
Posts: 605
Deutschland, NRW
G
garv3 Offline OP
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garv3  Offline OP
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Joined: Jan 2005
Posts: 605
Deutschland, NRW
Here you go:

#define boden 1
#define einheiten_anvisierter_gegner skill22
#define gegner_luft_oder_boden skill10
#define gegner_hoehe skill4
#define einheiten_hoehe skill5
#define einheiten_anvisierlaser_start_x skill23
#define einheiten_anvisierlaser_start_y skill24
#define einheiten_anvisierlaser_start_z skill25

If I remove "boden" from the function call, and "var luft_oder_boden" from its definition and replace "luft_oder_boden" in the function by a static value, it runs fine!


GameStudio Version: A7 Pro v7.86
Re: Problem with parameters when calling a function [Re: garv3] #257993
03/27/09 01:09
03/27/09 01:09
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
Compiles and runs no problem.

Whether is WORKS I dont know, because of the german-english language barrier
I have with your define names, and that my anvisier_effekt function does nothing.

But if I give it an entity to chew on, and get the entity's action to call
gegner_anvisieren(boden); (so it has a MY pointer to play with),
it executes without errors.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Problem with parameters when calling a function [Re: EvilSOB] #258001
03/27/09 04:26
03/27/09 04:26
Joined: Mar 2009
Posts: 112
Germany
K
KDuke Offline
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KDuke  Offline
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K

Joined: Mar 2009
Posts: 112
Germany
Hi garv3,

did you already try to locate where the error is thrown out? Theorethically you should be able to narrow it down to a single line of code.

Furthermore you have a function there and yet you use "me" and "my" which is supposed to be used in actions. Maybe this is the problem? Though could be i'm totally wrong on that, haven't worked with "me" and "my" yet.

greetings
K-Duke


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Re: Problem with parameters when calling a function [Re: KDuke] #258009
03/27/09 06:27
03/27/09 06:27
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
You're almost right KDuke.
This function doesnt have it own ME/MY pointer, which is naughty,
but not critical. It will inherit ME/MY from its parent (ie calling function).
So long as the function calling this has a valid ME/MY, then the ME/MY of
this function will be the same(valid) too.

NOTE: I tested this function with both ME/MY being valid and NULL.
Neither gave a compile or runtime error.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
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