Category | Scripting |
Created | 10.02.2019 21:47 |
Heady Planet-ls (Headshot XXL) | 10.02.2019 21:47 |
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g_currentMission:addNodeObject(triggerId, self); does not work on Mod Script: function OutputTrigger:load(nodeId) addTrigger(triggerId, "triggerCallback", self) g_currentMission:addNodeObject(triggerId, self) end 2019-02-10 21:36 Error: Running LUA method 'update'. 2019-02-10 21:36 dataS/scripts/BaseMission.lua(1137) : Error: [BaseMission:addNodeObject] node(cowManureHeapShovelCol) object(table: 0x470dcd38) A standard class does not work either: UnloadTrigger Line 68 MyClass:load(nodeId, xmlFile) self.unloadPlace = UnloadTrigger:new(self.isServer, self.isClient) if self.unloadPlace:load(nodeId, xmlFile2Nil, configKey, self) then self.unloadPlace:register(true) else self.unloadPlace:delete() return false end end 2019-02-10 21:25 Error: Running LUA method 'update'. 2019-02-10 21:25 dataS/scripts/BaseMission.lua(1137) : Error: [BaseMission:addNodeObject] node(Trigger_Bunker) object(table: 0x1048e3f8) Does g_currentMission:addNodeObject(triggerId, self) work by someone? |
Heady Planet-ls (Headshot XXL) | 13.02.2019 20:41 |
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I think I found the issue myself. For others: When creating a new placeable type with custom script. and a sub-script / class calls at the "g_currentMission: addNodeObject (triggerId, self);" is included, you have to be careful. All static, dynamic and kinematic shapes in the placeable i3d are added to g_currentMission: addNodeObject (node, self) at MyPlaceable: load (xmlFilename, x, y, z, rx, ry, rz, initRandom). With g_currentMission: addNodeObject (nodeId, self) the nodeId can only be added once. The next time there is an error, for example: "dataS / scripts / BaseMission.lua (1137): Error: [BaseMission: addNodeObject] node (cowManureHeapShovelCol) object (table: 0x470dcd38)" For MyPlaceable: collectPickObjects (node) you have to add the triggerId of the sub-script / class. For example, see BgaPlaceable: collectPickObjects(). It prevents the node triggerId from being entered again. |
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