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The beastly stockpile bug


phoneyLogic

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I want to add radios to the game which can be placed into the game world as you wish.

Therefore I added a movable radio mesh and the ability to buy and drop the radio item.

 

As you know, inventory items get stockpiled, which of cause is a good thing.

So if I drop a stockpiled radio apparel item (lets say 7 units) from the inventory into the game world, there's one stockpiled item dropped containing the 7 units.

Is there a way to avoid this?

 

--> I only get one item back into my inventory if I attempt to take the stockpile.

The oher 6 items just get lost somewhere, nowhere - or anywhere in the between.

 

This happens as long as a OnActivate block is in the script which is attached to the radio item.

Even if I use the default activation method on the item by passing the line activate in there.

 

Also, if I drop the items one by one to the ground, then taking them back into my inventory, they don't get stockpiled any longer.

So I end up with 7 single items.

 

Enraging, screaming, yelling, crying, throwing the keyboard out of the window, calling stranger people names, transferring all my money to the pope ...

all of this didn't work.

 

 

Any help would be appreciated.

Thanks in advance!

 

 

 

Here's the script passage that causes trouble:

Begin OnActivate; Player

            set RACEGlobal.AngleX to GetAngle X
            set RACEGlobal.AngleY to GetAngle Y
            set RACEGlobal.AngleZ to GetAngle Z
            set RACEGlobal.PositionX to GetPos X
            set RACEGlobal.PositionY to GetPos Y
            set RACEGlobal.PositionZ to GetPos Z
            ShowMessage RACEDroppedMenuTokenMessage RACEGlobal.RadioTotal
            Activate
End
Edit

Seems to me that I have to solve the problem by using a second item for stockpiling purposes only.

Edited by tortured Tomato
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