Author Topic: Crash on Mountimage @ 0 or UnMountImage @ 0.  (Read 1993 times)

I've been fussing with some rather finicky code, trying to get two different images to mount and unmount from the hand mount (mount 0). Basically, I needed an image to mount the player's hand when he unequips a weapon, however, when I set the mountImage or unmountImage's specific mount point, and unequip the weapon, the game crashes instantly.

I've tried mount point 1 and it works just fine, but I want mount 0 used, which I believe will prevent some unwanted aesthetic glitches.

Game crashing code:
Code: [Select]
 %obj.unMountImage(0);
  %obj.mountImage(rocketlauncherImage,0);

Does anyone know a way to fix this issue?
« Last Edit: July 18, 2012, 01:16:13 PM by FrogFreak »

I'm not sure if this will fix it, but getting rid of that unMountimage will accomplish the same thing.

Mounting an image to a slot automatically unmounts the current image in that slot.

You know... Now that I think about it, I think I did that before and got a semi-positive result. I'll play with it later.

are you mounting the image in the unmount function or vice verse?

Yes, I want a secon image mounted when the original image unmounts. I have had images mount in the unmount function, it is basically when I all the mount or unmount function at 0.

Yes, I want a secon image mounted when the original image unmounts. I have had images mount in the unmount function, it is basically when I all the mount or unmount function at 0.
no, i'm asking if you accidentally made a recursive loop with image mounting and unmounting

no, i'm asking if you accidentally made a recursive loop with image mounting and unmounting

Ooh, you know.. I do remember seeing an insane amount of "playthread" spam in the console. That does sound like a logical explanation.

Think to yourself.

"What would Jesus do?"

Well, He PROBABLY wouldn't join a random help thread to witness to people... I think he would know when and where to do things like this.

A word of advice, don't do this in random threads, I do believe it is spam.

Well, He PROBABLY wouldn't join a random help thread to witness to people... I think he would know when and where to do things like this.

A word of advice, don't do this in random threads, I do believe it is spam.
Badspot removed the post

Badspot removed the post

I still have him quoted, but at least the original is gone now.

It seems that removing the unmount function does not fix the issue, it still crashes, but with no spam in the console at the crash time.

try running a trace

see if you see something like 'entering image.onMount' or 'leaving image.onUnmount' over and over and over


edit:
lol ninja'd

but really I actually had this problem once
i was mounting an image when it was unmounted... by itself

trace pls

no really, trace it then crash it. see if it's recursive -
try running a trace

see if you see something like 'entering image.onMount' or 'leaving image.onUnmount' over and over and over
omg

Sorry, I don't know the function call for tracing though.

trace(1);

if it's called trace then maybe it's trace()

There, I get this spammed to me.

Entering burstcannonImage::onUnMount(1309, 13728, 0)