Blockland Forums > Modification Help
GetFakeDeadTime?
Gadgethm:
Whenever I kill a horse with a certain script enabled, I get this console spam.
--- Code: ---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
--- End code ---
Any ideas what this could mean, and how could I fix it?
Space Guy:
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?
Gadgethm:
--- Quote from: Space Guy on July 26, 2010, 01:02:09 AM ---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?
--- End quote ---
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?
Space Guy:
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...
Gadgethm:
--- Quote from: Space Guy on July 26, 2010, 01:12:07 AM ---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...
--- End quote ---
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?