Author Topic: FIXED: (well...) script debugging  (Read 1267 times)

Offline Ghreyfain

  • PPG
  • Planewalker
  • *****
  • Posts: 4705
  • Gender: Male
    • Pocket Plane Group
FIXED: (well...) script debugging
« on: February 25, 2003, 02:16:18 PM »
I think it'd be a bit easier to debug the scripts if we know who's running them.  Right now I've got someone running _WaitPC.bcs block 0 over and over, but I don't know who.

Instead of DisplayString(Player1,x) can you make it use Myself?  I wonder what would happen if a door, container, or trap ran such a script?                    
Earn Money Sleeping.

Offline weimer

  • Moderator
  • Planewalker
  • *****
  • Posts: 2222
  • Gender: Male
    • WeiDU and Weimer Mods
FIXED: (well...) script debugging
« Reply #1 on: February 25, 2003, 03:49:02 PM »
No, I cannot make it myself. The game does weird things when the script is an area script or a trap or a cutscene or somesuch. I though I had written that explanation down somewhere but I guess not.                    

Offline Ghreyfain

  • PPG
  • Planewalker
  • *****
  • Posts: 4705
  • Gender: Male
    • Pocket Plane Group
FIXED: (well...) script debugging
« Reply #2 on: February 25, 2003, 03:56:06 PM »
Ah, okay.                    
Earn Money Sleeping.

 

With Quick-Reply you can write a post when viewing a topic without loading a new page. You can still use bulletin board code and smileys as you would in a normal post.

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Name: Email:
Verification:
Type the letters shown in the picture
Listen to the letters / Request another image
Type the letters shown in the picture:
What color is grass?:
What is the seventh word in this sentence?:
What is five minus two (use the full word)?: