Torsten Dreyer wrote:
Looks like this is a chicken-egg problem:
The chicken:
The model class in multiplayer.nas listens on the
property /ai/models/model-added and checks for all models the
property valid to be true.
The egg:
When AIManager attaches a model, it first loads the model
Last test shows correct amount of players , pilot list good , model view
good , but now apparently when someone leaves and valid becomes false , they
remain on the pilot list / model view for a short time , though no 3d model
is visible in the model view.
But I need sleep , have to look at it
As I mentioned before , I've been looking for the missing player in the
pilot list and model view.
If I comment out the 2 lines below foreach , in multiplayer.nas at line
374 ...
foreach (var n; props.globals.getNode(ai/models,
1).getChildren(multiplayer)) {
#if
On 09/05/09 13:22, Torsten Dreyer wrote:
Looks like this is a chicken-egg problem:
The chicken:
The model class in multiplayer.nas listens on the
property /ai/models/model-added and checks for all models the
property valid to be true.
The egg:
When AIManager attaches a model, it
Thanks for looking into it.Torsten , just got home from a soggy camping trip
, so I can
dry out and test your changes :)
cheers
On Sat, Sep 5, 2009 at 1:22 PM, Torsten Dreyer tors...@t3r.de wrote:
As I mentioned before , I've been looking for the missing player in the
pilot list and model
After the first test I'm getting ...
Nasal runtime error: nil used in numeric context
at /home/syd/FGFS/data/Nasal/multiplayer.nas, line 275
which of coarse causes the pilot list to not appear. Will
continue testing .
Changing line 275 in multiplayer.nas to
distance-to-km: distance / 1000.0 or 0,
appears to get things running again.
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As I mentioned before , I've been looking for the missing player in the
pilot list and model view.
If I comment out the 2 lines below foreach , in multiplayer.nas at line
374 ...
foreach (var n; props.globals.getNode(ai/models,
1).getChildren(multiplayer)) {
#if
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