Right, you may remember my thread for my level. THankyou immensely everyone for all your help, now I'm just working out a few last bugs. It might help if you saw the original thread for my level (contatining cogs) so the link is here.
Here are the problems:
1) Force powers don't work.
2) The Tie Bomber will bomb the level several times, but will mysteriously halt after the third or fourth try.
These are all the major problems. Overall my level is bug-free excluding these issues, and turns out error free according to the JED consistency check. so I'm happy. If anyone knows how to resolve these couple of simple problems (most likely involving simple cog errors) I'd really appreciate it.
Thanks,
Daft
------------------
~ Vader's Corner ~ The place to submit your poetical works!
Here are the problems:
1) Force powers don't work.
2) The Tie Bomber will bomb the level several times, but will mysteriously halt after the third or fourth try.
These are all the major problems. Overall my level is bug-free excluding these issues, and turns out error free according to the JED consistency check. so I'm happy. If anyone knows how to resolve these couple of simple problems (most likely involving simple cog errors) I'd really appreciate it.
Thanks,
Daft
------------------
~ Vader's Corner ~ The place to submit your poetical works!

).
{could this be the prob?}
//Print("tie cog started");
SetTimer(fly_delay);
look_dir = GetThingPos(Pos_B);
look_dir = VectorSet(VectorX(look_dir), VectorY(look_dir), -1.0);
look_dir = VectorSub(look_dir, GetThingPos(Pos_B));
SetThingLook(Pos_B, look_dir);
return;
#---------------------------------------------------------
timer:
//Print("timer up");
//- Create the tiebomber
tiebomber = CreateThing(tiebomber_tpl, Pos_A);
SetCollideType(tiebomber, 0);
//- Start the bomber sound
if(channel == -1)
channel = PlaySoundThing(tiebomber_snd, tiebomber, 1.0, -1, 100, 0x181);
//- Make the tiebomber look at Pos_B
look_dir = VectorSub(GetThingPos(Pos_B), GetThingPos(tiebomber));
SetThingLook(tiebomber, look_dir);
//- Start the tiebomber moving to Pos_B
move_dir = VectorScale(VectorNorm(look_dir), move_speed);
SetThingVel(tiebomber, move_dir);
//- Update the pos and start checking for arrival
next_pos = 1;
SetPulse(0.1);
return;
#---------------------------------------------------------
pulse:
if((next_pos == 1) && (VectorDist(GetThingPos(Pos_B), GetThingPos(tiebomber)) < 0.25))
{
//Print("Arrived at pos_b");
//- Drop the bombs
for(a=0; a<bomb_num; a=a+1)
{
// Get random bomb spread
randVec = VectorSet(((Rand() - 0.5) * 5.0), (Rand() - 0.5) * 5.0, 0.0);
randSpread = (Rand() - 0.5) * bomb_spread;
FireProjectile(Pos_B, bomb_tpl, -1, -1, '0 0 0', randVec, randSpread, 0x1, 0.0, 0.0);
}
//- Make the tiebomber look at Pos_C
look_dir = VectorSub(GetThingPos(Pos_C), GetThingPos(tiebomber));
SetThingLook(tiebomber, look_dir);
//- Start the tiebomber moving to Pos_C
move_dir = VectorScale(VectorNorm(look_dir), move_speed);
SetThingVel(tiebomber, move_dir);
next_pos = 2;
return;
}
if((next_pos == 2) && (VectorDist(GetThingPos(Pos_C), GetThingPos(tiebomber)) < 0.25))
{
//Print("Arrived at pos_c");
StopThing(tiebomber);
if(channel != -1)
{
StopSound(channel, 0.0);
channel = -1;
}
if(tiebomber != -1)
{
DestroyThing(tiebomber);
tiebomber = -1;
}
SetPulse(0.0);
SetTimer(fly_delay);
}
return;
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