Author Topic: GetFakeDeadTime?  (Read 913 times)

Whenever I kill a horse with a certain script enabled, I get this console spam.
Code: [Select]
base/server/scripts/allGameScripts.cs (21371): Unknown command getFakeDeadTime.
  Object (21666) AIPlayer -> AIPlayer -> Player -> Player -> Player -> Player -> ShapeBase -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
base/server/scripts/allGameScripts.cs (21371): Unknown command getFakeDeadTime.
  Object (21666) AIPlayer -> AIPlayer -> Player -> Player -> Player -> Player -> ShapeBase -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
base/server/scripts/allGameScripts.cs (21371): Unknown command getFakeDeadTime.
  Object (21666) AIPlayer -> AIPlayer -> Player -> Player -> Player -> Player -> ShapeBase -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject

Any ideas what this could mean, and how could I fix it?
« Last Edit: July 26, 2010, 12:53:34 AM by Gadgethm »

Something is trying to treat the horse as if it was a brick. Are you doing something weird like trying to hack it to have no owner or spawn brick?

Something is trying to treat the horse as if it was a brick. Are you doing something weird like trying to hack it to have no owner or spawn brick?
Yes, that would explain it.  The script spawns the bot, without a brick and without an owner.  Is there some way to fix it?  Such as some code to give it an owner/spawn?

If it's designed to be used in a minigame, you could try searching the owner's brick-group for the first brick, then set its spawnbrick to that and any other necessary variables. (look at a horse spawned normally) This might fail if they end up deleting that brick, though.

Next time you might want to give that information in the first post instead of me having to guess as it turns out to be very relevant to the question you're asking...

If it's designed to be used in a minigame, you could try searching the owner's brick-group for the first brick, then set its spawnbrick to that and any other necessary variables. (look at a horse spawned normally) This might fail if they end up deleting that brick, though.

Next time you might want to give that information in the first post instead of me having to guess as it turns out to be very relevant to the question you're asking...
I'm sorry.  The horse is spawned "on" a brick, but is actually spawned then moved with a setTransform.  This is because when the horse is killed, it's supposed to "respawn" on a random spawn within the simset.  This makes it difficult to give it a set spawn, though I suppose it's possible.  Could you tell me the variables for the spawn and ownership, or are they $[number].spawn and $[number].owner?

I feel kind bad to be asking for the variables directly, but I really can't figure out how I would do what Space Guy said.  Help please?

(Bump)

Find the ID number of a horse spawned normally, then do number.dump(); in the console. That will tell you all set variables for it, which gives you the names you need (as well as other useful information)

Find the ID number of a horse spawned normally, then do number.dump(); in the console. That will tell you all set variables for it, which gives you the names you need (as well as other useful information)
Thanks, lockin'