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Whats this?

Posted: Wed Nov 19, 2003 4:38 am
by Vampir
- 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?

Posted: Wed Nov 19, 2003 7:26 am
by jv_map
Your $bomber has no #set key :)

Moreover the developers were stupid enough to use global/error.scr, which means this single error message can break anything :(

Posted: Wed Nov 19, 2003 12:00 pm
by bdbodger
His $bomberpath has no #set either . Choose the $bomber info spline path node then on the selection menu choose select connecting , then press n to bring up the entity window and use the key #set and value 1 or what ever #set you want , do the same for the bomberpath .

Posted: Wed Nov 19, 2003 7:20 pm
by Vampir
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.

Posted: Wed Nov 19, 2003 11:23 pm
by bdbodger
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 .

Posted: Thu Nov 20, 2003 12:14 am
by Vampir
All I can tell u is that... as soon I changed the order of #set everything worked fine.

Posted: Thu Nov 20, 2003 6:37 am
by jv_map
Vampir wrote:All I can tell u is that... as soon I changed the order of #set everything worked fine.
Well I have to agree with bdbodger that is impossible but let's just be glad it's fixed :)