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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Parent Absence Deletion
Applied to a magazine: Code: function Update(self) if not (MovableMan:IsHeldDevice(self.parent)) then self.ToDelete = true; self.LifeTime = 0; end end Spits out this: Code: ERROR: [string "Magazines.Obj00001 = ToMagazine(MoveableMan...."]:1: attempt to call global 'ToMagazine' (a nil value)
What do?
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Tue Apr 20, 2010 12:04 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Parent Absence Deletion
that can't be all of your code
Unless CC's attachable based lua is really that broken.
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Tue Apr 20, 2010 12:20 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Parent Absence Deletion
Nope, that's all of it. So then should I just check for the nearest actor and the gun it's holding? Then make it delete based on that.
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Tue Apr 20, 2010 12:23 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Parent Absence Deletion
Wow. Looks like it's trying to use ToMagazine to convert the MO pointer to a Magazine pointer but the function doesn't exist, similar to the lack of ToArm and ToLeg I suppose. Goddamn.
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Tue Apr 20, 2010 12:32 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Parent Absence Deletion
I want to hurt this game. So much.
I mean really why even put something in there if it's broken.
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Tue Apr 20, 2010 1:18 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Parent Absence Deletion
It likely just does To<self.ClassName>(self) when you try to run an update string on self, which is probably a MO pointer before create(). Obviously it wouldn't actually do the preceding code what with the <> and all, but something to that effect, still running the original function, and as it doesn't exist, causing a crash.
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Tue Apr 20, 2010 1:52 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Parent Absence Deletion
So then, whitty wrote: So then should I just check for the nearest actor and the gun it's holding? Then make it delete based on that. do this?
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Tue Apr 20, 2010 2:10 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Parent Absence Deletion
Do you have to use a magazine for the script? That's msot likely what's causing the problem.
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Tue Apr 20, 2010 2:12 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Parent Absence Deletion
Errr yeah. The magazine has the sprite of a nuke, so it looks like it's mounted on a gun. When it shoots, the mag disappears (duh) and falls. But I want the mag to disappear completely as soon as it's fired.
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Tue Apr 20, 2010 2:16 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Parent Absence Deletion
Discarable = 0 in the ini?
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Tue Apr 20, 2010 2:17 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Parent Absence Deletion
...Seriously?
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Tue Apr 20, 2010 2:18 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Parent Absence Deletion
If your mag is finished and you reload, instead of falling it just disappears.
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Tue Apr 20, 2010 2:19 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Parent Absence Deletion
Duh102 wrote: Discarable = 0 in the ini? Yeah, this. Possibly destroy the gun at the same time, smoking muzzle AEmitter on a dummy "device" particle spawned by the script. Also self.parent isn't a valid pointer anyway.
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Tue Apr 20, 2010 2:20 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Parent Absence Deletion
Duh102 wrote: If your mag is finished and you reload, instead of falling it just disappears. ....Goddamit. I had literally no idea that variable existed.
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Tue Apr 20, 2010 2:21 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Parent Absence Deletion
Yeah, it's one of the lesser-known ones. I've used it only a few times for exactly that kind of effect. I think in Food Fight and maybe VaultTec.
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Tue Apr 20, 2010 2:24 am |
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