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Post by doyleman on Jun 16, 2005 19:49:12 GMT -5
Okay, I made a script where when you 'examine' something, it will switch event control and move a different event, play some sound effects, play with the camera, etc. Now, when I try messing with a push block, it gets bad. Lets say I have a push block located at coordinates (0, 4), okay, now, after I examined the switch, it will do its little cut scene that I described above, and when I try using the push block, it makes a double. by that, I mean where it originally was (0, 4), it has a 'invisible' part that stays there. I could examine it, make it move, and it looks like its moving, but the problem is that it makes a second one. One of them moves in the direction that its pushed, and the other one stays perfectly still, and is invisible, but they are both connected, so if i examine the invisible one, *the one that stays still*, it moves the visible one as if it were it. hitting another switch will cause the game to crash after wards
Sorry if I made no sense what so ever, but yeah. Any ideas on why the heck its doing that? I've made it so that it cancels the events push block and makes it so it wont be able to be pushed, but I'd rather it not do that
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Deleted
Deleted Member
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Post by Deleted on Jun 17, 2005 2:27:04 GMT -5
I don't know what it is, but you can try to narrow down to where the problem is by commenting lots of script commands at a time/testing (I've done that before).
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Post by Rodak on Jun 17, 2005 7:44:34 GMT -5
Did you use the Duplicate event command anywhere?
Another possibility is that you may need to return event control to the current event after you change it to the new event and do your things there.
If you can, try posting the heart of your script (the suspect portion) and maybe someone can find the problem.
Good Luck with it.
Peace.
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Post by Dungeon Warden on Jun 17, 2005 11:54:16 GMT -5
Yeah, this is one of those debugging problems that really requires looking at all the scripts and making sure there isn't a misplace command or incorrect variable somewhere.
I just spent 3 hours trying to figure out why my characters were dying in battle when the enemy dies, only to find I had a stray command that was saving the enemies data to the instigator. I don't know how it got there, but once it was deleted my battle system worked flawlessly.
Keep looking. The mistake must be there somewhere.
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Post by doyleman on Jun 17, 2005 19:47:15 GMT -5
Script size is only around 30 commands, and I did make the script change to current event, but what I did do was duplicate, and I did this because of the 'invisible' block. I temp. removed then duplicated. Maybe thats the problem. Any ideas why a event auto duplicates itself after that though? Perhaps it would be best for me to release my demo, so you all would know what I'm talking about.
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Post by Dungeon Warden on Jun 17, 2005 19:51:58 GMT -5
I think trying to temporary remove and duplicate can cause problems, especially since temporary remove will end any scripts in the removed event. Did you try puting the duplicate command first?
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Post by doyleman on Jun 17, 2005 19:57:49 GMT -5
no, as I thought by doing that, then temp. remove, it would delete both of them. I'll toy with it, but if it doesn't work, I'll stick with my alternative, which works well. Thanks for the help DW, Rodak, and Will
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Post by Dungeon Warden on Jun 17, 2005 20:02:52 GMT -5
Temporary remove only removes the current event. I know becuase I used it in my waitressing minigame, and all the events were duplcates.
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