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Finicky scripts and errors? http://45.55.195.193/viewtopic.php?f=73&t=31607 |
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Author: | Arcalane [ Mon Aug 20, 2012 9:37 pm ] |
Post subject: | Finicky scripts and errors? |
I am having some weirdness with a script. More specifically, a script I know normally works, but is throwing up errors all of a sudden; Code: function Create(self) self.ExplosiveName = "EXPLOSIVENAME"; --the name of the AEmitter used for the explosion effect self.acc = 0; --the relative acceleration of the bolt per second self.Vel = self.Vel.Normalized*self.Velocity; end function Update(self) self.Vel = self.Vel.Normalized*(self.Vel.Magnitude*(1+(self.acc*TimerMan.DeltaTimeSecs))); local ray = SceneMan:CastMORay(self.Pos , self.Vel*1*TimerMan.DeltaTimeSecs*FrameMan.PPM , self.ID ,self.Team, 0, false , 0); if ray ~= 255 or self.Vel.Magnitude < 6 or self.ToDelete == true then local ray2 = SceneMan:CastObstacleRay(self.Pos , self.Vel*1*TimerMan.DeltaTimeSecs*FrameMan.PPM, Vector() , Vector() , 255 , 0 , 0 , 0); local lr = CreateAEmitter(self.ExplosiveName); lr.Pos = self.Pos; lr.Vel = self.Vel; lr.Team = self.Team; lr.IgnoresTeamHits = true; MovableMan:AddMO(lr); self.ToDelete = true; end end Ignoring the generic EXPLOSIVENAME, the problem is thus; the script spams the following error into console; Code: ERROR: no overload of 'Vector:__mul' matched the arguments (Vector, nil) candidates are: Vector:__mul(lua_State*, const Vector&, custom [float]) I have a two essentially identical scripts that I know work without causing errors, but if I try modifying them (simply changing the EXPLOSIVENAME and CreateAEmitter/CreateMOSRotating accordingly), they cause the above error. Anyone have any idea which line might be causing this? |
Author: | TheLastBanana [ Mon Aug 20, 2012 9:45 pm ] |
Post subject: | Re: Finicky scripts and errors? |
Arcalane wrote: Code: self.Vel = self.Vel.Normalized*self.Velocity; self.Velocity doesn't seem to be defined anywhere. |
Author: | Arcalane [ Tue Aug 21, 2012 12:50 am ] |
Post subject: | Re: Finicky scripts and errors? |
Ugh, I figured it'd read it off the bullets (since setting it in the Create defines the shot speed... ) instead of needing it to be defined. Switched to a simpler system, anyway. Less of a headache in the end. |
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