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 activity:SetLandingZone() 
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Joined: Tue Dec 12, 2006 3:10 pm
Posts: 495
Location: Uncertain quantum state
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Post activity:SetLandingZone()
It doesn't seem to exist to my scripts, yet the activity scripts work just fine. What is this black magic?


Tue Jun 05, 2012 3:24 pm
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Post Re: activity:SetLandingZone()
How are you calling it?


Tue Jun 05, 2012 11:25 pm
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Location: Uncertain quantum state
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Post Re: activity:SetLandingZone()
The usual way you call member functions...?

Code:
- RTE Lua Console -
See the Data Realms Wiki for commands:
http://www.datarealms.com/wiki/
-------------------------------------
SYSTEM: Scene "Tutorial Bunker" was loaded
SYSTEM: Activity "Tutorial Mission" was successfully started
ActivityMan:GetActivity():SetLandingZone(Vector(SceneMan.SceneWidth,0),Activity.TEAM_1)
ERROR: [string "ActivityMan:GetActivity():SetLandingZone(Ve..."]:1: attempt to call method 'SetLandingZone' (a nil value)
ConsoleMan:SaveAllText("Log.txt")


Same thing if I do it from an object script.


Tue Jun 05, 2012 11:50 pm
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Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
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Post Re: activity:SetLandingZone()
Just double-checking, I've gotten caught with a stupid mistake in calling many times before.
That's really odd. I think I remember encountering something like this before, too. I'm currently trying to get Data to upload the Activity-related Lua documentation to the wiki (for some reason, the automated script seems to be missing them), so maybe that'll help clear it up.


Wed Jun 06, 2012 12:06 am
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Post Re: activity:SetLandingZone()
Another similar issue:
Code:
local act = ActivityMan:GetActivity()
act:SetOverridePurchaseList(rte.OffensiveLoadouts[math.ceil(math.random() * #rte.OffensiveLoadouts)], self.OwnerPlayer);

Console claims no such function exists.


Wed Jun 13, 2012 8:36 am
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