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-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|723|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Blitz -> Weird problem with blitz...

Fri, 04 Apr 2008, 14:56
Orion Pax
Ok, I cant really post any code as I dont know where the problem is and its not erroring out. Its just weird. Its suppose to display an image when the player is dead. But it doesnt. The weird thing is, when I remotely connect through Radmin (Remote Administrator) with display. It shows the image on the remote screen. But not locally. Any idea?
Fri, 04 Apr 2008, 15:24
JL235
As a guess, it might be an update problem. You could be drawing the image and then not calling flip. Sometimes Blitz will flip for you, and maybe it is behind the scenes when Windows asks via a remote login.
Fri, 04 Apr 2008, 18:03
Orion Pax
Im calling flip. Its not being skipped. I just cant figure it out to save my life. I do know that the image is suppose to be displayed for 10 secs then a constant loop is done to get the players new location. And it sits in that loop until that is done. But I know its not running my loop yet until then.
Fri, 04 Apr 2008, 18:11
Stealth
We will probably need code to help you any further. It's hard to say what the problem is.

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Quit posting and try Google.
Fri, 04 Apr 2008, 21:11
HoboBen
Sounds like a buffer problem. Does running it in fullscreen instead of windowed (or the opposite) help? Sometimes I noticed that I'd get into some buffering trouble in that way.

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blog | work | code | more code
Sat, 05 Apr 2008, 04:58
Paul
try drawing something else, like a rect. you could even try print.
Sat, 05 Apr 2008, 17:46
Yo! Wazzup?
I know of another weird problem in Blitz and I don't understand it at all...




Watch it for a bit, does what it's supposed to do. Then start to rapidly move the mouse around. How did that happen????????

It may just be my computer, but it's definitely not "just my eyes"...



EDIT: DiablosDevil just helped me and told me what was wrong lol

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Hi everyone! I'm new to Blitz and only 10 years old so all things coding is gush to me
Sat, 05 Apr 2008, 17:59
JL235
After a chat with Mr Wazzup? (if that is your real name) it sounds like Windows is using a larger resolution then the screen but giving him just a viewpoint to the centre of it. You get similar if you plug your PC output into a TV and have the resolution at say 800x600. You only ever see a small section of the complete resolution.
Sun, 06 Apr 2008, 14:47
Orion Pax
Here's my problem....

I have a function called checkanimation(), its used to see if any animations are running and free's up the entity when its done. This part here is for the local player and it doesnt seem to work as its not setting my deadtime variable to millisecs()



anim is my flag. This is how the function knows which entities to check if they are still animating. When anim = 1 it will check the model with a IF NOT ANIMATING. So if we have anim = 1 and the model is not animating, we free it (killentity() is a Nuclear Glory Collision command, have to use it to free entities so the system knows its not there any more). Then we set anim to 0 and recopy the ship to respawn and set deadtime to millisecs(). Deadtime is globaled in my code. Its spelled right. For some reason the IF ANIM=1 and IF NOT ANIMATING is not working here. Which is weird because it works for all my other models in the game.

Oh and I am doing a TEXT command on localplayer\anim and deadtime constantly to check their values constantly when the local player dies to see if there is a change. Anim changes....deadtime doesnt.
Sun, 06 Apr 2008, 14:50
Orion Pax
Oh yeah, sorry for double post, allready edited the post. The reason why my images was showing remotely but not locally was because deadtime is not getting set to the computers time. So my if millisecs() - deadtime > 10000 then startpoint() was executing because its true....millisecs() - 0 IS > 10000. So thats whats wrong....my code up there...any ideas guys to fix this?

EDIT

My localplayer\model is parented to a pivot. Could this be my problem. I am now doing a TEXT on animatetime() and when I die it says 1. And the ship is not animating, I know this as I have a debug cam setup 20 units above the player facing down on it. Maybe parented anim meshes wont animate in blitz?
Sun, 06 Apr 2008, 18:08
Orion Pax
Ok I tried removing the pivot and changing the collisions around and properly fixed the collision the way I originally wanted to. The ships health drops as its hit. When it reaches 0 (life<1) it sets anim=1 and attempts to animate the model (animate localplayer\model,3), I know it tries to because animatetime(localplayer\model) is showing 120 which is what I set the animation length to. It displays 0 until you animate the mesh. But its not animating it. Now If I setup the F2 key to manually animate the mesh rather than waiting for the conditions, it does animate.
Sun, 06 Apr 2008, 19:18
Orion Pax
I finally got it to animate. I was basically forcing it to repeatedly restart the animation everyloop. So I stopped that.
Sun, 06 Apr 2008, 19:44
Orion Pax
WOOOHOOO!!!! Finally. I got it. It was a combination of several small things. Wow that was some (&(^*&(^%$##% (Q-Bert anybody?) Some real sloppy code too. Need to find a cleaner way to do this. hehe. I will probably plunk it all into one function some how...