Scale Parameters are Bad

Post » Sat May 28, 2011 7:16 pm

I ran into a problem today with a spell that I scripted before. When the activator is placed, it uses ExplodeSpell to detonate a touch-range shock spell. It worked perfectly fine before; and so do the other objects with basically the same script.


Suddenly, today, it no longer works -- I am getting an error message as shown here: http://lh5.ggpht.com/_JGJSjwsJjTg/S4w2Y-md1DI/AAAAAAAAAR4/1uOwoieHXpA/MGE%20Screenshot%207.jpg.


I found this thread: http://www.gamesas.com/bgsforums/index.php?showtopic=908311&hl=\scale+parameters\, which seemed like a similar problem, but the suggestion to switch from On Target to On Touch doesn't help since my spell already is On Touch. I've double checked the relevant spells, recompiled the relevant scripts, and tested it back and forth as much as I can; can't seem to figure it out. Probably the simplest script that I'm using and I can't figure out why it is suddenly broken...



Does anyone have any advice :icecream: ?
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David John Hunter
 
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Post » Sat May 28, 2011 10:53 pm

Your... head?!

Maybe try changing from On Touch to On Target?
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Madeleine Rose Walsh
 
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Post » Sun May 29, 2011 12:31 am

Suddenly, today, it no longer works -- I am getting an error message as shown here: http://lh5.ggpht.com/_JGJSjwsJjTg/S4w2Y-md1DI/AAAAAAAAAR4/1uOwoieHXpA/MGE%20Screenshot%207.jpg.
[...]
Does anyone have any advice :icecream: ?

I've seen this happen when the activator does not have an associated model that has collision. Depending on the situation you can just assign some random small model that already has collision or add collision via a modeling tool.
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Trish
 
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Post » Sat May 28, 2011 5:24 pm

Your... head?!

Maybe try changing from On Touch to On Target?


Oh... right... forgot to mention, my test character lost her head (quite literally) when I removed all mods =).

I've seen this happen when the activator does not have an associated model that has collision. Depending on the situation you can just assign some random small model that already has collision or add collision via a modeling tool.



This seems to be the case, but I can't for the life of me figure out why it worked for so long but not now. Based on your advice I changed to a different invisible activator that I know has collision and the problem has disappeared :shrug:


Thanks to both of you!
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Lucy
 
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