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Re: for more then 8 (lightrange) lights [Re: TripleX] #106491
01/17/07 09:38
01/17/07 09:38
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline
User
Frits  Offline
User

Joined: Mar 2006
Posts: 724
the Netherlands
Quote:


Features marked with X are experimental features for testing purposes - they are implemented in beta versions, but not yet scheduled for an official release.






I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: for more then 8 (lightrange) lights [Re: TripleX] #106492
01/17/07 13:07
01/17/07 13:07
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline OP

Expert
aztec  Offline OP

Expert

Joined: Apr 2005
Posts: 2,332
Germany, BaWü
Great news
its an update right?


Visit:
schwenkschuster-design.de
Re: for more then 8 (lightrange) lights [Re: aztec] #106493
01/17/07 15:43
01/17/07 15:43
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline
User
Frits  Offline
User

Joined: Mar 2006
Posts: 724
the Netherlands
No, read my post.


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: for more then 8 (lightrange) lights [Re: Frits] #106494
04/12/07 03:04
04/12/07 03:04
Joined: Aug 2003
Posts: 169
Tennessee, US
Ahriman Offline
Member
Ahriman  Offline
Member

Joined: Aug 2003
Posts: 169
Tennessee, US
ok I modified the code a little bit that was posted here problem is with my code below the game will crash after running through a few lights doesnt give me any kind of errors just locks up the program.

So I was wondering if someone sees something I dont here cause it seems like it should be fine.

Code:
 define fade_end,skill100;
define fade_start,skill99;
define fade_factor,skill98;
define Playerdist,skill97;
define max_range,skill96;
define red_c,skill95;
define green_c,skill94;
define blue_c,skill93;


action Torch
{
my.fade_end = 500;
my.fade_start = 300;
my.max_range = 60;
my.red_c = 214;
my.green_c = 91;
my.blue_c = 39;

my.passable = on;
my.invisible = on;
my.lightrange = 0;
my.red=my.red_c;
my.green=my.green_c;
my.blue=my.blue_c;



while(1)
{
if(player!=null)
{my.Playerdist = vec_dist(my.x,player.x);}

if(my.Playerdist <= my.fade_end && my.Playerdist >= my.fade_start)
{my.lightrange = ((my.fade_end - my.Playerdist) / (my.fade_end - my.fade_start)) * my.max_range;}

if(my.Playerdist > my.fade_end){my.lightrange = 0;}
if(my.Playerdist < my.fade_start){my.lightrange = my.max_range;}

wait(1);
}
}



Re: for more then 8 (lightrange) lights [Re: Ahriman] #106495
04/12/07 15:27
04/12/07 15:27
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
Expert
Rhuarc  Offline
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
You are contining in the current loop instance if the player doesn't exist, try the following:
Code:
 define fade_end,skill100;
define fade_start,skill99;
define fade_factor,skill98;
define Playerdist,skill97;
define max_range,skill96;
define red_c,skill95;
define green_c,skill94;
define blue_c,skill93;


action Torch
{
my.fade_end = 500;
my.fade_start = 300;
my.max_range = 60;
my.red_c = 214;
my.green_c = 91;
my.blue_c = 39;

my.passable = on;
my.invisible = on;
my.lightrange = 0;
my.red=my.red_c;
my.green=my.green_c;
my.blue=my.blue_c;



while(1)
{
if(player==null) {
wait(1);
continue;
}
else
{
my.Playerdist = vec_dist(my.x,player.x);}

if(my.Playerdist <= my.fade_end && my.Playerdist >= my.fade_start)
{my.lightrange = ((my.fade_end - my.Playerdist) / (my.fade_end - my.fade_start)) * my.max_range;}
if(my.Playerdist > my.fade_end){my.lightrange = 0;}
if(my.Playerdist < my.fade_start){my.lightrange = my.max_range;}
}
wait(1);
}
}




I no longer post on these forums, keep in touch with me via:
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Re: for more then 8 (lightrange) lights [Re: Rhuarc] #106496
04/12/07 18:57
04/12/07 18:57
Joined: Aug 2003
Posts: 169
Tennessee, US
Ahriman Offline
Member
Ahriman  Offline
Member

Joined: Aug 2003
Posts: 169
Tennessee, US
Thanks for the response, I plugged in your code and I am still getting the same lock-up for some reason. I am using version 6.50 maybe a bug?

Re: for more then 8 (lightrange) lights [Re: Ahriman] #106497
04/12/07 19:08
04/12/07 19:08
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
This is just an odd statement:

Code:

if(player==null)
{
wait(1);
continue;
}
else
{
// do stuff...
}
wait(1);




why not this instead:

Code:

if(player)
{
// do stuff...
}
wait(1);




xXxGuitar511
- Programmer
Re: for more then 8 (lightrange) lights [Re: xXxGuitar511] #106498
04/12/07 19:19
04/12/07 19:19
Joined: Aug 2003
Posts: 169
Tennessee, US
Ahriman Offline
Member
Ahriman  Offline
Member

Joined: Aug 2003
Posts: 169
Tennessee, US
The weird thing about this is it really doesn't seem to crash, The screen flashes black for maybe 1 frame then I see my level frozen I can then hit esc to exit the program. but I can no longer move the camera or player.

Re: for more then 8 (lightrange) lights [Re: Ahriman] #106499
04/12/07 19:44
04/12/07 19:44
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Are you sure your problem is caused by this code?


xXxGuitar511
- Programmer
Re: for more then 8 (lightrange) lights [Re: xXxGuitar511] #106500
04/12/07 19:54
04/12/07 19:54
Joined: Aug 2003
Posts: 169
Tennessee, US
Ahriman Offline
Member
Ahriman  Offline
Member

Joined: Aug 2003
Posts: 169
Tennessee, US
I am positive I remove the code and run through the level for 10 min with no problems...put the code back in and the lockup occurs, it also has to be with the lights cause with this code if I am not running through the level or passing by the lights its fine. I am going to try and post up an example of this reproduced.

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