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Dark GDK / MultiSync, wrong values and making objects

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CheatCat
17
Years of Service
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Joined: 7th Mar 2007
Location: Sweden
Posted: 12th Jun 2008 21:31
Hey! I whant to make one more objects then I have players connected. So, if there is 1 players connected, the program should make 2 objects, and so on. But it seem to make much more objects then 2!

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Zipper369
16
Years of Service
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Joined: 12th Jun 2008
Location:
Posted: 13th Jun 2008 01:46



Try to add a break in the for loop. For example

I'm not exactly sure if that would work but thats my best guess.

Without programmers, technology would not exist.
Xfire: Zipper369
CheatCat
17
Years of Service
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Joined: 7th Mar 2007
Location: Sweden
Posted: 16th Jun 2008 21:09 Edited at: 16th Jun 2008 21:10

Nope, I get same 'error'...
Need help with bugs!
18
Years of Service
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Joined: 1st Dec 2005
Location:
Posted: 18th Jun 2008 08:36
You might have given up on this by now or forgotten about it but after a closer look at your code, I'm still stupmed. I don't know what causes it to create soo many boxes. I found a way to fix it though.


I don't understand how adding 'int objectsCreated=0;' got rid of the error but it worked for me.

Without programmers, technology would not exist.
Michael P
18
Years of Service
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Joined: 6th Mar 2006
Location: London (UK)
Posted: 18th Jun 2008 09:40 Edited at: 18th Jun 2008 09:41
A simpler way to get around this is just to create one type of object with object numbers between 10,000 and 10,999 and then another type of object with object numbers between 11,000 and 11,999. So here is a little example to illustrate what I mean:

CheatCat
17
Years of Service
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Joined: 7th Mar 2007
Location: Sweden
Posted: 19th Jun 2008 22:17
I get it!
for( int a = 0...
Should be:
for( int a = 1...

Else, the computer tries to make object 0, but the range is 1 - 60000 something.
Zuka
16
Years of Service
User Offline
Joined: 21st Apr 2008
Location: They locked me in the insane asylum.
Posted: 19th Jun 2008 23:32
65355. That would be the max.

If you can do any models for FW, reply to the FleetWars thread.

Click here!

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