Hi. I downloaded the A8.1 trial version and ran a script i wrote in A7. I get a new crash "Script crash in ...: SYS". I could reduce it to the following:
I'm still using A7 where I've always relied on the same method, so I can only guess:
You can try to use hit.entity for checking which entity was hit instead of you. It might require settings SCAN_TEXTURE. see the manual unter c_trace and hit.
Try this code again and check the error message. There are three possibilities: "Script crash in ...: SYS" "Script crash in ...: CT1" "Script crash in ...: CT2"
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual
Thanks a lot. This one is solved. There where to many local vars... But there is an other problem which is new due to porting from A7 to A8 with my Lite-C code. The movement code seems not to work proper, the player is hovering and the collision hull seems to be much bigger. What could this be?
You probably use c_setminmax(my). This function now uses all frames of the model to calculate the bounding box dimension. Replace it with c_updatehull(my,1) (or the like).
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual
Oh, nice Superku. I'll have to try that--my movement code in A8 behaves horribly and I assumed it was a scripting error although I copied the algorithm directly from an A6 project. So Snake, you're not alone in that.
Without the wait, the NARROW and FAT flags would have been set but not the real size because min/max was set at entity creation, that is in A7 the first frame.
(Everything is subject to correction.)
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual
Thanks. Its very wierd. After some playing around with values and "c_update..." i found that it works best with this settings for the player. No "c_updatehull" or "c_setminmax", just this: