Author Topic: FIXED: (well...) script debugging  (Read 1215 times)

Offline Ghreyfain

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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?                    
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Offline weimer

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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

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FIXED: (well...) script debugging
« Reply #2 on: February 25, 2003, 03:56:06 PM »
Ah, okay.                    
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