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[HELP REQUESTED]Krucible bugs
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Soldat 555
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PostPosted: Thu Sep 29, 2016 12:45 pm
   Subject: [HELP REQUESTED]Krucible bugs
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Sooooooooooooo... The most minor of them being doors not making sounds on some levels (7 and 13). That one I can't figure out why it's happening...

The enemies that run faster I believe is because they don't really utilize T_Stand before becoming alerted... One I might play with when I have some time.

The one that drives me nuts however is crashing with the error screen "an actor in AttackMode called SightPlayer"... So far I encountered it on levels 5 and 14 on the 3rd difficulty and on level 5, if it's from an SS guardtype so not like an enemy I added to the code, but an enemy that was already there. Do you guys have any thoughts or ideas I can look into?
AlumiuN
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PostPosted: Thu Sep 29, 2016 2:43 pm
   Subject: Re: [HELP REQUESTED]Krucible bugs
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Make sure the doors have the correct floor codes on both sides of them; other than that there's not much I can think of without seeing the actual code.
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PostPosted: Sun Oct 02, 2016 9:33 am
   Subject: Re: [HELP REQUESTED]Krucible bugs
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Soldat 555 wrote:
The one that drives me nuts however is crashing with the error screen "an actor in AttackMode called SightPlayer"... So far I encountered it on levels 5 and 14 on the 3rd difficulty and on level 5, if it's from an SS guardtype so not like an enemy I added to the code, but an enemy that was already there. Do you guys have any thoughts or ideas I can look into?
I got this problem a *lot* the first few times that I added new enemy types. The thing is, things like enemy health, enemy types, and everything all have to be in the same order, or you'll get nonsensical errors like that one.

The SightPlayer bug *is* in fact in the new statetypes, but because the enemy types are in the wrong order, it's using an *older* enemy with your new statetype ... not a new enemy like it's supposed to.

As DHWs members may have posted before, T_Stand is not being used in stationary mode like it should, so replacing to look something like this ...
::: CODE :::
statetype s_dogstand            = {true,SPR_DOG_W1_1,0,(statefunc)T_Stand,NULL,&s_dogstand};
... will fix the problem.
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