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 Can't Find Pointers, etc. 
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Joined: Sat Jul 23, 2011 6:15 am
Posts: 82
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Post Can't Find Pointers, etc.
I have a piece of code, and it... Completely fills the console with errors. The first error it makes is for the ToActor function. It says something about a "simple conversion" thing... Next is that it makes my timer, HTT, nil. Then it can't use the GetController function, so it says that I'm trying to index a nil variable. Which I am. Code:

Code:
function Create(self)
    self.owner = ToActor(MovableMan:GetMOFromID(self.RootID))
    self.ParCon = self.owner:GetController()
    self.spell = {}
    self.spell[0] = "Bunnyerified"
    self.spell[1] = "Bunny Cannon"
    self.Gauge = CreateMOSRotating("Mana Gauge","Mahou.rte")
    self.totspl = 1
    self.numref = 0
    self.HTT = Timer()
    self.Gauge.PosX = self.target.PosX
    self.Gauge.PosY = self.target.PosY - 100
    MovableMan:AddParticle(self.Gauge)
end

function Update(self)
    if self.ParCon:IsState(10) then
        if self.HTT:IsPastSimMS(100) then
            self.HTT:Reset()
        end
    end
    if self.ParCon:IsState(10) then
        if not self.HTT:IsPastSimMS(100) then
            if self.numref < totspl then
                self.numref = self.numref + 1
                self.SetNextMagazineName(spell[numref])
                self.con:SetState(15)
            else
                self.numref = 0
                self.SetNextMagazineName(spell[numref])
                self.con:SetState(15)
            end
        end
    end
end


Tue Jun 26, 2012 9:53 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: Can't Find Pointers, etc.
The problem is that you're assuming the gun is held when Create is called. If it isn't, self.RootID will be the weapon's ID, and you can't convert a gun into an actor. All the other errors will probably be solved if you implement a check and move the code that finds to the owner to the Update function.


Tue Jun 26, 2012 10:01 pm
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