Search found 12 matches
- Fri Feb 05, 2016 10:01 pm
- Forum: Mod Creation
- Topic: Crash from custom spells
- Replies: 8
- Views: 9585
Re: Crash from custom spells
Great. I hope it is fixed for everyone, thanks.
- Fri Feb 05, 2016 10:00 pm
- Forum: Mod Creation
- Topic: Moving Platforms
- Replies: 12
- Views: 10348
Re: Moving Platforms
I only implemented them to carry the player. Not perfect but close enough, it’s what I used and thought others would enjoy it. I use them for the player to ride them up and around the air to give a more dynamic feel. A lot of things need to be dealt with, moving the party, monsters and items with so...
- Fri Feb 05, 2016 9:03 pm
- Forum: Mod Creation
- Topic: Crash from custom spells
- Replies: 8
- Views: 9585
Re: Crash from custom spells
I upload a new copy because that should have been the reason and maybe something went wrong during the upload of the new copy. Could you test it for me? It didn't happen to me before or after so I can't test it myself.
http://steamcommunity.com/sharedfiles/f ... =616038736
Edit!
http://steamcommunity.com/sharedfiles/f ... =616038736
Edit!
- Fri Feb 05, 2016 8:44 pm
- Forum: Mod Creation
- Topic: Crash from custom spells
- Replies: 8
- Views: 9585
Re: Crash from custom spells
It is pointing to an if statement of mine. 196 is "if slot0 >= 0 then" I commented the add trait part out and it still crashed. local slot0 = -1 if champion:getItem(i) ~= nil and champion:getItem(i).go.name == itemName then --hudPrint(champion:getName() .. " learned a new spell!"...
- Fri Feb 05, 2016 8:07 pm
- Forum: Mod Creation
- Topic: Crash from custom spells
- Replies: 8
- Views: 9585
Re: Crash from custom spells
This is the error... mod_assets/scripts/init.lua:196: attempt to index a nil value stack traceback: [C]: in function 'error' [string "ScriptInterface.lua"]: in function 'addTrait' mod_assets/scripts/init.lua:196: in function <mod_assets/scripts/init.lua:46> [string "Component.lua"...
- Fri Feb 05, 2016 7:06 pm
- Forum: Mod Creation
- Topic: Crash from custom spells
- Replies: 8
- Views: 9585
Crash from custom spells
I have custom spells in my mod that crash the client when added to the character as a trait. Wondering if anyone has a solution to this. I only defineSpell{} to create custom spells. I tried addTrait and not adding the trait and the game adds it either way but crashes because of a problem with addin...
- Fri Feb 05, 2016 5:11 pm
- Forum: Mod Creation
- Topic: Moving Platforms
- Replies: 12
- Views: 10348
Re: Moving Platforms
Time.deltaTime() to get the time elapsed since the previous frame. Use that to scale your movement and stop at an endpoint, then you can get rid of the huge lookup tables and or blocks. I’m having trouble understanding how this will help my script. So I use this to limit my framerate but it is stil...
- Fri Feb 05, 2016 4:58 am
- Forum: Mod Creation
- Topic: Moving Platforms
- Replies: 12
- Views: 10348
Re: Moving Platforms
Alright I'll give that a whirl. I have not had any of the problems with the horizontal movement you speak of. You actually speaking from using mine or predisposition?
- Fri Feb 05, 2016 4:23 am
- Forum: Mod Creation
- Topic: Moving Platforms
- Replies: 12
- Views: 10348
Re: Moving Platforms
It doesn't, which I have explained twice. But I guess you aren't interested in fixing it, so I'll leave it at that. You only complain about my use of the timer so maybe if you want that fixed give me some sort of solution that dosent involve using your script over mine as you have been insisting wh...
- Fri Feb 05, 2016 4:15 am
- Forum: Mod Creation
- Topic: Moving Platforms
- Replies: 12
- Views: 10348
Re: Moving Platforms
Here is a version of my script specifically for vertically moving platforms (all the rotation stuff etc. is removed). A vertically moving platform will carry the party, monsters, and items with it, if any are on top of it. It will move smoothly and with the correct speed at all framerates. The inte...