Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
___________________________________________
############################################################################################
ERROR in
action number 1
of Create Event
for object objBattleController:
Creating instance for non-existing object: 100082
at gml_Object_objCallForHelp_ObjAlarm0_1 (line 60) - e[1] = instance_create(25+v_offset,120,global.enemy[1]).id;
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_objBattleController_CreateEvent_1 (line 60)
called from - gml_Object_objCallForHelp_ObjAlarm0_1 (line 20) - global.enemy[ds_list_find_value(list, 0)] = (instance_create(irandom_range(32,288),irandom_range(64,144),choose(help_enemy1,help_enemy2,help_enemy3))).id
id say doublecheck your code and your objects ..sounds like a typo error to me..
and if you are referencing an object id the instance_create() function wants and index so you would supply it with an object index of the selected object.
maybe you meant
for (var i=1;i<6;i++) {
e = 0
}
switch global.en_count {
case 1:
e[1] = instance_create(160+v_offset,120,global.enemy[1]);
dropenemy = e[1];
break;
case 2:
e[1] = instance_create(102+v_offset,120,global.enemy[1]);
e[2] = instance_create(218+v_offset,120,global.enemy[2]);
dropenemy = choose(e[1],e[2]);
break;
case 3:
e[1] = instance_create(160+v_offset,120,global.enemy[1]);
e[2] = instance_create(80+v_offset,96,global.enemy[2]);
e[3] = instance_create(240+v_offset,96,global.enemy[3]);
dropenemy = choose(e[1],e[2],e[3]);
break;
case 4:
e[1] = instance_create(25+v_offset,120,global.enemy[1]);
e[2] = instance_create(115+v_offset,120,global.enemy[2]);
e[3] = instance_create(205+v_offset,120,global.enemy[3]);
e[4] = instance_create(295+v_offset,120,global.enemy[4]);
dropenemy = choose(e[1],e[2],e[3],e[4]);
break;
case 5:
e[1] = instance_create(160+v_offset,130,global.enemy[1]);
e[2] = instance_create(100+v_offset,86,global.enemy[2]);
e[3] = instance_create(220+v_offset,86,global.enemy[3]);
e[4] = instance_create(40+v_offset,130,global.enemy[4]);
e[5] = instance_create(280+v_offset,130,global.enemy[5]);
dropenemy = choose(e[1],e[2],e[3],e[4],e[5]);
break;
}
for (var i=1;i<6;i++) {
global.enemy = e
}
This is what is being called by the next set of code, this one just calls enemies into combat by seeing how many of the enemies collide with the player
if random(256) < 205 and instance_number(objEnPar) < 5 {
if global.en_count < 5 {
global.en_count++;
}
var list;
list = ds_list_create();
if global.enemy[1] = 0 { ds_list_add(list,1); }
if global.enemy[2] = 0 { ds_list_add(list,2); }
if global.enemy[3] = 0 { ds_list_add(list,3); }
if global.enemy[4] = 0 { ds_list_add(list,4); }
if global.enemy[5] = 0 { ds_list_add(list,5); }
global.enemy[ds_list_find_value(list, 0)] = (instance_create(irandom_range(32,288),irandom_range(64,144),choose(help_enemy1,help_enemy2,help_enemy3)))
global.totalexp += global.enemy[ds_list_find_value(list, 0)].e_exp
a.str[0] = upper(global.enemy[ds_list_find_value(list, 0)].e_art)+global.enemy[ds_list_find_value(list, 0)].e_name+" joined the battle!";
ds_list_destroy(list);
And this is the one that is trying to see if there are any free slots for an enemy to join in midcombat
these following reason that error comes
error example
(( hello)
note it has 2 left one right
or
(hello
one missing
spelling error
vereble not set or not spelled to match that object