Game Development Community


#1
12/06/2001 (10:04 am)
Erm. For the edification of the rest of us, it would be cool if you could leave the initial question intact and instead give us an idea about the solution you found. That way others can learn from your efforts. Please. Thank you.
#2
12/06/2001 (11:51 am)
<3 Zear
<3 XGal

( btw, this is daerid )
#3
12/06/2001 (5:09 pm)
I recognized your name dae. Robert: you are XGalaxy? Woohoo - class reuninion time...
#4
12/06/2001 (9:14 pm)
w3rd!

basically, the problem consisted of whenever a player model fell from a very high point, upon impact the app would crash.

it was because xgal had a file suffixed ".cs.txt" instead of ".cs" ( this file had the animations ).
#5
12/07/2001 (5:49 am)
Ahh yes, sorry Zear :)

Basically what was happening was exactly like dae said. The game would crash when a player would impact the ground, only after falling a long distance.

What little did I know was that the player model script wasn't saved right, *ahem* dae, and it was instead light.cs.txt.

The game was crashing because apparantly it was trying to play an animation and couldn't find it.
#6
12/07/2001 (9:18 am)
IS THAT WHAT CAUSES THAT??

Duh, thanks, I just thought it was my new player model hitting the water...
#7
12/07/2001 (11:05 am)
Hehe. See? Someone else may benefit. This is classic.
#8
08/07/2007 (7:20 pm)
K i've found a few things to stop the fall crash =

edit player.cs

function Armor::onImpact(%this, %obj, %collidedObject, %vec, %vecLen)
{
// %obj.damage(0, VectorAdd(%obj.getPosition(),%vec),
// %vecLen * %this.speedDamageScale, "Impact");
}


ImpactMinSpeed = 300.0;
groundImpactShakeFreq = ".1 .1 .1";
groundImpactShakeAmp = ".1 .1 .1";
groundImpactShakeDuration = .1;
groundImpactShakeFalloff = 10.0;
groundImpactMinSpeed = 300.0;


minImpactSpeed = 445;
speedDamageScale = 0;