can not find object
Elexxorine
21 Sept 2006, 21:20I have a nastey bug in my game, and cannot find what's causing it. It says: Can not find object ''. Obivously it's looking for an object based on an empty string. trouble is I can't find what's doing it. Can some-one give me a list of the commands that can give this error if not used propely or offer to look through 3000 odd lines of code themselves? thank you!
Alex
21 Sept 2006, 22:11If you send me your ASL file I can take a look into this for you.
paul_one
21 Sept 2006, 22:26I've pointed it out to her..
It's where the status variables are trying to use an object which hasn't been created/defined yet (and using blank var's).
I'd like to say, questnet status var's should be able to be used as object properties (properties of the player object) which would make things better.
Thus setting would be very easy (#player[id]:statvar#)...
Not sure if normal Quest could do the same (#game:statvar#).. Although you'd only be able to access them this way.
... Also, this way you could define a system-wise status var (time/whatever) where it displays a system-wise message/whatever, using:
#game:status# or #game:time#
It's where the status variables are trying to use an object which hasn't been created/defined yet (and using blank var's).
I'd like to say, questnet status var's should be able to be used as object properties (properties of the player object) which would make things better.
Thus setting would be very easy (#player[id]:statvar#)...
Not sure if normal Quest could do the same (#game:statvar#).. Although you'd only be able to access them this way.
... Also, this way you could define a system-wise status var (time/whatever) where it displays a system-wise message/whatever, using:
#game:status# or #game:time#
Alex
22 Sept 2006, 09:05
I'd like to say, questnet status var's should be able to be used as object properties (properties of the player object) which would make things better.
Thus setting would be very easy (#player[id]:statvar#)...
Not sure if normal Quest could do the same (#game:statvar#).. Although you'd only be able to access them this way.
... Also, this way you could define a system-wise status var (time/whatever) where it displays a system-wise message/whatever, using:
#game:status# or #game:time#
You can do this already by setting the status variable's scope. If it's a local scope, it will have a different value for each player and can be accessed using #statusvar[userid]#. If it's global it will have the same value for every player and can be accessed using #statusvar# etc.
Elexxorine
22 Sept 2006, 09:50I know what's causing it now.... I'll have to add a check to see if they're logged in, if so set the variable to display (the hide if at 0 thing) and show the properties (like I am already)... Thank you both...
Another bug in my game is when you look at another player it doesn't act as it should, speficiacally it has three (always three) blank lines before the text it prints - I do not mean blank as in there's text but in the is the background colour but three 'new lines' before what it prints...
Another bug in my game is when you look at another player it doesn't act as it should, speficiacally it has three (always three) blank lines before the text it prints - I do not mean blank as in there's text but in the is the background colour but three 'new lines' before what it prints...
paul_one
22 Sept 2006, 18:15Elle,
This game crashes when I try to have more than one person connect to the game... Causes questnet to do a runtime error.
Think you need to figure out why!
You could send it away to Alex.. All he has to do is start t up, and connect to it from two Quest windows (don't do anything in the windows - just connect).
This game crashes when I try to have more than one person connect to the game... Causes questnet to do a runtime error.
Think you need to figure out why!
You could send it away to Alex.. All he has to do is start t up, and connect to it from two Quest windows (don't do anything in the windows - just connect).
GameBoy
22 Sept 2006, 19:14Not to mention some other little fixes at the title room and login room 

Elexxorine
22 Sept 2006, 19:58Zelimos/Gameboy you have an out-dated version and everything you therefore say is void.
Tron, I have no problems with multiple players, even Zelimos has tested the old version on his machine and had me connect to it fine.... It's just you and your linex...
Alex, what 's your email?
Tron, I have no problems with multiple players, even Zelimos has tested the old version on his machine and had me connect to it fine.... It's just you and your linex...
Alex, what 's your email?
paul_one
22 Sept 2006, 20:31I've done it in windows, and it produces the same error..
GameBoy
23 Sept 2006, 07:27elexxorine wrote:Zelimos/Gameboy you have an out-dated version and everything you therefore say is void.
Tron, I have no problems with multiple players, even Zelimos has tested the old version on his machine and had me connect to it fine.... It's just you and your linex...
Alex, what 's your email?
Wow, I sense anger in this post.
Elexxorine
23 Sept 2006, 10:42Only that you keep bringing up bugs that have already been fixed and fail to realise that your version is out-dated. I'll send you the new one by all means...