Author Topic: Updated water travel! (BUGFIX #2)  (Read 14174 times)

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Earl of Swadia

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Re: Updated water travel! (BUGFIX #2)
« Reply #45 on: October 30, 2009, 01:16:54 PM »
Hello,

I've just finished implementing the code but I got this error:
(click to show/hide)
And I went through to check the code and messed around with all the brackets a few times to no avail. Here's what my code looks like:
(click to show/hide)
Can anyone help please? I'm pretty sure it'll be a simple error :)

Lord Leoric of Wercheg

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Re: Updated water travel! (BUGFIX #2)
« Reply #46 on: October 30, 2009, 01:21:17 PM »
Alright, this might be wrong but did you add the stuff as the last entry in module_triggers? If so check the trigger before it. It might be missing a bracket at the end.
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Earl of Swadia

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Re: Updated water travel! (BUGFIX #2)
« Reply #47 on: October 30, 2009, 01:27:00 PM »
It was the second trigger when I posted it. I've tried moving it to the top and that didn't work. Nor did moving it to the bottom. Thanks for the help though!

EDIT I: It worked out! I just added an additional bracket after the last try_end. Now, however, I'm getting:
rt_mountain_forest not defined.
But it is defined in header_terrain_types :?

EDIT II: And I figured that out too. I had to replace all the rt_mountain_forest instances only in module_triggers with 9, which was the numerical code for mountain_forest defined in terrain_types. Thanks for your help Lord Leoric! And Ruthven for this excellent compilation!
« Last Edit: October 30, 2009, 01:38:44 PM by Earl of Swadia »

Lord Leoric of Wercheg

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Re: Updated water travel! (BUGFIX #2)
« Reply #48 on: October 30, 2009, 02:08:01 PM »
You're welcome mate :)

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Armadyl

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Re: Updated water travel! (BUGFIX #2)
« Reply #49 on: October 30, 2009, 06:09:17 PM »
WHERE CAN I FIND OR BUY SHIPS??? :?: :?: :?:
« Last Edit: October 30, 2009, 06:19:40 PM by Armadyl »

Jezze

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Re: Updated water travel! (BUGFIX #2)
« Reply #50 on: October 30, 2009, 06:46:33 PM »
WHERE CAN I FIND OR BUY SHIPS??? :?: :?: :?:

In Towns you can buy ships.

Has the rest of you also that sea pirates are spawning around several towns and how to fix this? Thanks in advance.

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Re: Updated water travel! (BUGFIX #2)
« Reply #51 on: October 30, 2009, 11:11:19 PM »
The bug fix seems nice though I would rather not remove a terrian type myself and the effort of changing the map is more than I can be bothered with right now I will wait to see the Jubals new sea battles stripts myself and see when I want to go from there in the mean time nice work though and congrats to all that helped. hmm now to work on my undead troop tree which is looking a little on the large side but still can never have too many.


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Earl of Swadia

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Re: Updated water travel! (BUGFIX #2)
« Reply #52 on: October 31, 2009, 05:52:42 AM »
Sorry to bother you all again :) I'm now getting this after replacing all the rt_mountain_forest with the number 9:
(click to show/hide)
The red bit is most likely the problem. It seems to have messed up process_operations, which I have never even opened. I've been reading through the thread and the fix by using numbers instead of rt... seems to have worked before. Did anyone else get this error? Or does anoyone know how to fix this?
« Last Edit: October 31, 2009, 05:56:04 AM by Earl of Swadia »

Ruthven

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Re: Updated water travel! (BUGFIX #2)
« Reply #53 on: October 31, 2009, 06:12:41 AM »
Hmm, can you post the code? (Just the trigger)

Earl of Swadia

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Re: Updated water travel! (BUGFIX #2)
« Reply #54 on: October 31, 2009, 02:05:53 PM »
(click to show/hide)

thrakkemarn

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Re: Updated water travel! (BUGFIX #2)
« Reply #55 on: October 31, 2009, 05:16:37 PM »
For reference, I had to modify the code a bit to make it work, so here is my working code:
(click to show/hide)

Earl of Swadia

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Re: Updated water travel! (BUGFIX #2)
« Reply #56 on: November 01, 2009, 07:21:44 AM »
For reference, I had to modify the code a bit to make it work, so here is my working code:
(click to show/hide)
Many thanks for that thrakkemarn! It worked perfectly after some minor adjustments :D

Ruthven

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Re: Updated water travel! (BUGFIX #2)
« Reply #57 on: November 01, 2009, 08:17:57 PM »
Hrmm.  :? Not sure what went wrong, but oh well, thanks, I'll reference it in the first post in case anyone else is having troubles.

thrakkemarn

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Re: Updated water travel! (BUGFIX #2)
« Reply #58 on: November 01, 2009, 11:09:58 PM »
Glad to be of service. I have no idea why the original code wasn't working, it seemed to be correct. One of those bizarre code mysteries...

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Re: Updated water travel! (BUGFIX #2)
« Reply #59 on: November 04, 2009, 11:57:05 AM »
What does this basically change from mirathei's code?

If i got it correctly, once you walk into the steppes (or a terrain of your choice) your party becomes a "ship" and you start fighting (improved, even if i don't specifically know how) naval battles?

Sorry, i'm still no expert in reading codes.
(click to show/hide)


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