Ambrosia Garden Archive
    • more map crashes(globals?)


      hello,
      i read a lot of posts about maps crashing. and none of them seem to fit the scenario that i have encountered. one of them does hint at incorrectly altering globals though. here is the scenario.
      i have an event tile that sets map position, and teleports to a different location.
      wich works fine if used before any 1 of 3 globals i have made have been altered.
      if any one of these globals have been changed, the game crashes as soon as you step on the event tile. the map doesn't even begin to load.
      i looked over all the globals and stamps, etc. for name conflicts. removed all local initialization events on the location that i'm trying to teleport to. ended all local events that control the globals values to make sure it wasn't an event stopping the teleportation., and even went as far as creating a fresh test map to try to debug it.. i'm totally lost. i spent all last night and all of this morning trying to figure it out. but i'm still just as lost as where i began.
      please let me know if you have any suggestions. i'm at a stand still untill i can get this resolved.
      thanks!
      ~rithmik

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      hmmm......i'll look into that.

    • Quote

      Originally posted by rithmik:
      i have an event tile that sets map position, and teleports to a different location.
      wich works fine if used before any 1 of 3 globals i have made have been altered.
      if any one of these globals have been changed, the game crashes as soon as you step on the event tile. the map doesn't even begin to load. ....please let me know if you have any suggestions. i'm at a stand still untill i can get this resolved.

      Hi rithmik. You don't tell us what these globals keep track of, so the picture is not complete. I have a suggestion though. If I read it correctly, when you step on this tile the event called has two steps: 1) change map position, 2) teleport to different map. If this is true, try reversing the order. That is, 1) go to new map, 2) change map position. It's possible that your character is being taken off the tile which calls the event before the teleportation kicks in, in which case the game engine hits a snag causing the crash. If that won't fix it, give us some clue as to what the globals are doing that seem to affect this. ~RD

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    • I agree. and besides: taking the character to a position outside the bounds of thecurrent map may crash the app.

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    • jeroen goulooze sez:
      **taking the character to a position outside the bounds of thecurrent map may crash the app.
      **

      will crash the app.
      even if you have an animation regarding the player that persists beyond the bounds, it will crash.

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      ... I'm like Imhotep but don't flaunt it.

    • thanks,
      each global controls 2 things. a stamp, and wether access to a particular cell should be granted.
      i tried reversing the map position and teleport actions. which didn't seem to work. in any case, the teleport works fine prior to the altering the globals. it takes me to the new location, and i'm within the bounds of the map.. but once altered then it will crash.. it doesn't seem to make sense.
      here is a sample of how all the globals work, they are all on a simmilar formula.
      add stamp. when local event tile is triggered set global_X to 1. block access to event tile.
      for example.
      Local initialization event: if gb_1A_note = 0 then add stamp 'note' coordinates (x,y)
      Local event tile: 1A_note : if gb_1A_note = 0 then display dialog w/note from father, set gb_1A_note to 1, remove stamp 'note'. set cell access to 'blocked'.
      it doesn't seem all that complicated. each event acts as it should normally, chancing the stamps and access, etc.. the globals are definately being changed too, (i made tester event to display the values of the globals in a dialogue box.) i just don't see how this could effect teleporting.. and make the game crash..
      thanks for your attention, i'm thoroughly confused. i'm going to make new locations and new maps to test the scenario out on. to see if it happens again.
      thanks again.
      ~rithmik

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      hmmm......i'll look into that.

    • nevermind, sorry, i figured it out.
      there was multiple conditionals in each event. some would return false, and some would return true.. but when i altered the conditionals so that they all would return either true OR false, it stopped crashing. don't ask me why.. i guess it's all or nothing.. lol.. no mixing.. i assumed because of the linked events panel that you would be able to mix return values and have the event execute properly, because they were a sort of sub-event... it's still a little hazy. i'll take a deeper looks when i get a chance, and try to really clear it up, incase anyone out ther ends up with the same problem....
      thanks for all your help everyone. it's a really nice place here..
      ~rithmik

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      hmmm......i'll look into that.