Problems concerning 'player.cs.dso
by Jeremy Miller · in Torque Game Engine · 01/02/2006 (11:03 pm) · 2 replies
Hello,
I've been experimenting with the 'Armor::damage' function, having my AIPlayer respond when attacked, and so forth. Just to see if this function would work how I hoped it would, I added the line that's in bold print below on line 799 in player.cs:
That worked, so I started having my AIPlayer do more exciting things (Aim/fire at me once hit, ect..) Eventually I took out that 'echo' function, but in the console I noticed that when I shot the AIPlayer I would still get the following even though line 799 (Or any other line) didn't say that:
I deleted 'player.cs.dso' and started up Torque, but when I try and launch a mission Torque crashes. I've been banging my head on my desk for a couple trying this and that to get it working. I just starting using CodeWeaver today, not sure if there's any way that could be involved? Hopefully it's something far less obscure. Is there a chance that this is a known symptom of a generic "begginner-torque" problem? :\
I've been experimenting with the 'Armor::damage' function, having my AIPlayer respond when attacked, and so forth. Just to see if this function would work how I hoped it would, I added the line that's in bold print below on line 799 in player.cs:
function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
{
[b]echo("Source Object is: " %sourceObject.client.player.getName());[/b]
if (%obj.getState() $= "Dead")
{
ect..
ect..That worked, so I started having my AIPlayer do more exciting things (Aim/fire at me once hit, ect..) Eventually I took out that 'echo' function, but in the console I noticed that when I shot the AIPlayer I would still get the following even though line 799 (Or any other line) didn't say that:
Source Object is: Game/server/scripts/player.cs (799) : Unable to find object '' attempting to call function 'getClassName'I scowered player.cs and used CodeWeaver to search my entire project for anything that could account for it but didn't find anything. So I figured that maybe Torque just wasn't compiling 'player.cs', just looking at 'player.cs.dso' instead, which if it hadn't been overwritten by the latest version would still have my 'echo' on line 799.
I deleted 'player.cs.dso' and started up Torque, but when I try and launch a mission Torque crashes. I've been banging my head on my desk for a couple trying this and that to get it working. I just starting using CodeWeaver today, not sure if there's any way that could be involved? Hopefully it's something far less obscure. Is there a chance that this is a known symptom of a generic "begginner-torque" problem? :\
#2
I hadn't made many changes, so I decided to start from scratch a few days ago, and so far have been able to spot my (many) mistakes by looking in console.log. It's times like these I know[/] that I'm paranoid; Thinking that the entire TGE codebase [i]and CodeWeaver are out to get me, when all it probably was was one too many parentheses in an 'if' statement. : ]
01/09/2006 (10:14 am)
Yep, I'm positive that's what it was. :)I hadn't made many changes, so I decided to start from scratch a few days ago, and so far have been able to spot my (many) mistakes by looking in console.log. It's times like these I know[/] that I'm paranoid; Thinking that the entire TGE codebase [i]and CodeWeaver are out to get me, when all it probably was was one too many parentheses in an 'if' statement. : ]
Associate Kyle Carter