- Loading Plane Bombing SCR
error (local.error + " Use 'showerror 1' at the console to bypass this error message.") local.errortype (global/error.scr, 8)
^
exec global/error.scr "Error, bomber has no #set" 1 (global/bomber.scr, 71)
^
^~^~^ Script Error: Error, bomber has no #set Use 'showerror 1' at the console to bypass this error message.
model is vehicles/fockwulffly.tik
error (local.error + " Use 'showerror 1' at the console to bypass this error message.") local.errortype (global/error.scr, 8)
^
exec global/error.scr "Error, bomberpath has no #set" 1 (global/bomber.scr, 99)
^
^~^~^ Script Error: Error, bomberpath has no #set Use 'showerror 1' at the console to bypass this error message.
model is vehicles/stuka_fly.tik
error (local.error + " Use 'showerror 1' at the console to bypass this error message.") local.errortype (global/error.scr, 8)
^
exec global/error.scr "Error, bomberpath has no #set" 1 (global/bomber.scr, 99)
^
^~^~^ Script Error: Error, bomberpath has no #set Use 'showerror 1' at the console to bypass this error message.
What is this mean and how do I fix?
Whats this?
Moderator: Moderators
LOL...I fixed it last night...Thanks for your help..guys. I may have posted prematurely. You were both wrong. The #set was in in all the spinepaths......However it was not the FIRST key/value I entered..hence it was not first in list of attributes. I never knew that. #set must be the first key value you enter first. NOTE TO SELF.
I can't see that being true . When the game read a vaue it looks for bomber.set . The targetname is like an array and one of the elements of that array is set and the bomber.set has a value . The # symbol lets the game know it is a number not a string . You can read other values from the array like model classname target targetname etc etc and any one you make yourself . If I put $bomber.bannanas = "yellow" I can use that in script and it doesen't matter what order I add that value .
