Random kickbacks

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Error starting sc2

Uh.. im getting an error (see image) thats happening since i switched my array values to triggering player... does anyone else get this error?... Im guessing it doesnt like the constant use of triggering player :)

10xtvv4.jpg
 

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I never understood how to copy and paste triggers lol... when i try to copy it just copies the trigger name + i cant handwrite it.
 
Damnit

  • W
    • Events
      • Timer - Every 0.03 seconds of Real Time
    • Local Variables
      • loc = No Point <Point[4]>
      • loc2 = No Point <Point[4]>
    • Conditions
    • Actions
      • General - If (Conditions) then do (Actions) else do (Actions)
        • If
          • WDn[(Triggering player)] == true
        • Then
          • Unit - Make RedHero face 90.0 over 0.0 seconds
          • Variable - Set loc[(Triggering player)] = (Position of RedHero)
          • Variable - Set loc2[(Triggering player)] = (loc[(Triggering player)] offset by 0.18 towards (Facing of RedHero) degrees)
          • General - If (Conditions) then do (Actions) else do (Actions)
            • If
              • (loc2[(Triggering player)] is passable) == true
            • Then
              • General - If (Conditions) then do (Actions) else do (Actions)
                • If
                  • Atf[(Triggering player)] == false
                • Then
                  • Animation - Play Walk animation for (Actor for RedHero) as Default, using Play Forever options and Default Time blend time
                  • Variable - Set Atf[(Triggering player)] = true
                • Else
              • Unit - Move RedHero instantly to loc2[(Triggering player)] (Blend)
            • Else
              • Variable - Set loc2[(Triggering player)] = (loc[(Triggering player)] offset by -0.12 towards (Facing of RedHero) degrees)
              • General - If (Conditions) then do (Actions) else do (Actions)
                • If
                  • (loc2[(Triggering player)] is passable) == true
                • Then
                  • Unit - Move RedHero instantly to loc2[(Triggering player)] (Blend)
                • Else
        • Else
          • General - If (Conditions) then do (Actions) else do (Actions)
            • If
              • Adn[(Triggering player)] == true
            • Then
              • Unit - Make RedHero face 180.0 over 0.0 seconds
              • Variable - Set loc[(Triggering player)] = (Position of RedHero)
              • Variable - Set loc2[(Triggering player)] = (loc[(Triggering player)] offset by 0.18 towards (Facing of RedHero) degrees)
              • General - If (Conditions) then do (Actions) else do (Actions)
                • If
                  • (loc2[(Triggering player)] is passable) == true
                • Then
                  • General - If (Conditions) then do (Actions) else do (Actions)
                    • If
                      • Atf[(Triggering player)] == false
                    • Then
                      • Animation - Play Walk animation for (Actor for RedHero) as Default, using Play Forever options and Default Time blend time
                      • Variable - Set Atf[(Triggering player)] = true
                    • Else
                  • Unit - Move RedHero instantly to loc2[(Triggering player)] (Blend)
                • Else
                  • Variable - Set loc2[(Triggering player)] = (loc[(Triggering player)] offset by -0.12 towards (Facing of RedHero) degrees)
                  • General - If (Conditions) then do (Actions) else do (Actions)
                    • If
                      • (loc2[(Triggering player)] is passable) == true
                    • Then
                      • Unit - Move RedHero instantly to loc2[(Triggering player)] (Blend)
                    • Else
            • Else
              • General - If (Conditions) then do (Actions) else do (Actions)
                • If
                  • Sdn[(Triggering player)] == true
                • Then
                  • Unit - Make RedHero face 270.0 over 0.0 seconds
                  • Variable - Set loc[(Triggering player)] = (Position of RedHero)
                  • Variable - Set loc2[(Triggering player)] = (loc[(Triggering player)] offset by 0.18 towards (Facing of RedHero) degrees)
                  • General - If (Conditions) then do (Actions) else do (Actions)
                    • If
                      • (loc2[(Triggering player)] is passable) == true
                    • Then
                      • General - If (Conditions) then do (Actions) else do (Actions)
                        • If
                          • Atf[(Triggering player)] == false
                        • Then
                          • Animation - Play Walk animation for (Actor for RedHero) as Default, using Play Forever options and Default Time blend time
                          • Variable - Set Atf[(Triggering player)] = true
                        • Else
                      • Unit - Move RedHero instantly to loc2[(Triggering player)] (Blend)
                    • Else
                      • Variable - Set loc2[(Triggering player)] = (loc[(Triggering player)] offset by -0.12 towards (Facing of RedHero) degrees)
                      • General - If (Conditions) then do (Actions) else do (Actions)
                        • If
                          • (loc2[(Triggering player)] is passable) == true
                        • Then
                          • Unit - Move RedHero instantly to loc2[(Triggering player)] (Blend)
                        • Else
                • Else
                  • General - If (Conditions) then do (Actions) else do (Actions)
                    • If
                      • Ddn[(Triggering player)] == true
                    • Then
                      • Unit - Make RedHero face 0.0 over 0.0 seconds
                      • Variable - Set loc[(Triggering player)] = (Position of RedHero)
                      • Variable - Set loc2[(Triggering player)] = (loc[(Triggering player)] offset by 0.18 towards (Facing of RedHero) degrees)
                      • General - If (Conditions) then do (Actions) else do (Actions)
                        • If
                          • (loc2[(Triggering player)] is passable) == true
                        • Then
                          • General - If (Conditions) then do (Actions) else do (Actions)
                            • If
                              • Atf[(Triggering player)] == false
                            • Then
                              • Animation - Play Walk animation for (Actor for RedHero) as Default, using Play Forever options and Default Time blend time
                              • Variable - Set Atf[(Triggering player)] = true
                            • Else
                          • Unit - Move RedHero instantly to loc2[(Triggering player)] (Blend)
                        • Else
                          • Variable - Set loc2[(Triggering player)] = (loc[(Triggering player)] offset by -0.12 towards (Facing of RedHero) degrees)
                          • General - If (Conditions) then do (Actions) else do (Actions)
                            • If
                              • (loc2[(Triggering player)] is passable) == true
                            • Then
                              • Unit - Move RedHero instantly to loc2[(Triggering player)] (Blend)
                            • Else
                    • Else
                      • Animation - Clear the Default animation for (Actor for RedHero)
                      • Variable - Set Atf[(Triggering player)] = false
 
You can't use Triggering Player with a timer event.
Because there are no player triggering the trigger, Triggering Player most likely returns a value of -1 or something, hence the array underflow error.

[stupid]duh..[/stupid]

mite as well try doing it with a for each integer action..

edit : -.-
 
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