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Re: for more then 8 (lightrange) lights
[Re: Frits]
#106494
04/12/07 03:04
04/12/07 03:04
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Joined: Aug 2003
Posts: 169 Tennessee, US
Ahriman
Member
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Member
Joined: Aug 2003
Posts: 169
Tennessee, US
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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); } }
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Re: for more then 8 (lightrange) lights
[Re: Ahriman]
#106495
04/12/07 15:27
04/12/07 15:27
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Joined: Mar 2001
Posts: 3,298 Beverly, Massachusetts
Rhuarc
Expert
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Expert
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
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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); } }
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Re: for more then 8 (lightrange) lights
[Re: Ahriman]
#106497
04/12/07 19:08
04/12/07 19:08
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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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
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