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Argh, errors are confusing...

The section related to UnrealScript and modding. This board is for coders to discuss and exchange experiences or ask questions.
User avatar
KillerSkaarj
OldUnreal Member
Posts: 935
Joined: Fri Jan 25, 2008 2:04 am

Argh, errors are confusing...

Post by KillerSkaarj »

Alright, so I'm making this little mod called FakeHealth. It's a decoration that looks like a health pack and that explodes when you touch it. I recently went in and rearranged the code, however after doing this, every time I touch the thing, I keep crashing followed by this wierd error. Here's the area of log that contains the error:
Init: Game engine initialized
Log: Startup time: 3.026008 seconds
DevMusic: Load music: Music FlyBy.FlyBy
ScriptLog: Console leaving Typing
ScriptLog: Fabricate fakehealth.fakehealth
Log: Loading: Package fakehealth
ScriptLog: Console leaving Typing
(Here's where I touch the FakeHealth)
Critical: AActor::ProcessState
Critical: Object fakehealth Unreal.fakehealth0, Old State State fakehealth.fakehealth.Death, New State State fakehealth.fakehealth.Death
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3DRenderDevice::ShutdownAfterError
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 02/14/08 21:58:43
And if it'll help, here's the FakeHealth's code.

Code: Select all

//=============================================================================
// FakeHealth.
// A booby (lolbooby) trapped Health pack that blows up in your face when you try to pick it up
//=============================================================================
class FakeHealth expands Decoration;

var() int damage;
var() int MomentumTransfer;
var(Display) bool bAmbientGlow;

function PostBeginPlay()
{
      SetPhysics(phys_falling);
}

Auto State Blowup
{

    function Trigger( actor Other, pawn EventInstigator )
    {
          GotoState('death');
    }
            
    function Touch(Actor Other)
    {
          if (other.IsA('pawn') || other.IsA('projectile') )
        {
                      log("You were tricked!");      
                gotostate('death');
                Disable('Touch');
        }     
    }

    function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, name DamageType)
    {
        log("Hit by a projectile");
          gotostate('death');
          Instigator = InstigatedBy;
          if ( Instigator != None )
          MakeNoise(1.0);      
    }


    function Explode(vector HitLocation, vector HitNormal)
    {
          HurtRadius(damage, 200.0, 'exploded', MomentumTransfer, HitLocation);
          Spawn(class'SpriteBallExplosion', Pawn(Owner),,HitLocation);      
          Destroy();
    }
}

state death
{
Begin:
if (Velocity.z != 0)
ambientsound = Sound'UnrealI.flak.Hit5';
sleep(0.1);
Goto('Explode');
}
Last edited by KillerSkaarj on Fri Feb 15, 2008 3:26 am, edited 1 time in total.
Pcube

Re: Argh, errors are confusing...

Post by Pcube »

Change "Goto 'Explode'" to Explode() . . . . . . . . . . . . . .
Goto 'hell'; Nedm.
Last edited by Pcube on Fri Feb 15, 2008 7:33 am, edited 1 time in total.
User avatar
.:..:
OldUnreal Member
Posts: 1637
Joined: Tue Aug 16, 2005 4:35 am

Re: Argh, errors are confusing...

Post by .:..: »

In other words something like this:

Code: Select all

state death
{
      function ExplodeHealth()
      {
            HurtRadius(damage, 200.0, 'exploded', 10000, Location);
            Spawn(class'SpriteBallExplosion');      
            Destroy();
      }
Begin:
      if (Velocity.z != 0)
            ambientsound = Sound'UnrealI.flak.Hit5';
      sleep(0.1);
      ExplodeHealth();
}
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
User avatar
KillerSkaarj
OldUnreal Member
Posts: 935
Joined: Fri Jan 25, 2008 2:04 am

Re: Argh, errors are confusing...

Post by KillerSkaarj »

Sorry for using your code Pcube :(. I gave you credit in the mod but the code looked almost completely different so I thought you wouldn't mind.

Oh, and thanks dots! You're a real UScript master.
Last edited by KillerSkaarj on Fri Feb 15, 2008 9:21 pm, edited 1 time in total.
Pcube

Re: Argh, errors are confusing...

Post by Pcube »

Wait wha? LOL! I was just posting goto 'hell' as a joke, I have NO problem with anyone using any of my code, especially not you ks. :P
User avatar
KillerSkaarj
OldUnreal Member
Posts: 935
Joined: Fri Jan 25, 2008 2:04 am

Re: Argh, errors are confusing...

Post by KillerSkaarj »

Oh whoops. Ignore that post then XD

Hey wait wtf? How'd Pcube get banned?

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