Strange terrain behaviour in the outdoors

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  • Notice: Trying to access array offset on value of type int in element_children() (line 6595 of /var/www/pied-piper.ermarian.net/includes/common.inc).
  • Notice: Trying to access array offset on value of type int in element_children() (line 6595 of /var/www/pied-piper.ermarian.net/includes/common.inc).
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AuthorTopic: Strange terrain behaviour in the outdoors
Master
Member # 5977
Profile Homepage #0
In WtRM, there is this place where the outdoor terrain altered. The actual altering of placing stones and changing floors is quite all right, but there also happens something that shouldn't be happening: for some reason, the terrain "shoots up", making these large towers of earth. the freakish thing is, is that there is no set_height call anywhere in the script.

The script:

//Outdoor Script for x = 2 y = 1

beginoutdoorscript;

variables;

int a,choice;

body;

beginstate INIT_STATE;
break;

beginstate START_STATE;

if (get_flag(16,0) == 9) {
set_terrain(14,25,138); // All terrain modifications
set_terrain(15,25,137);
set_terrain(17,25,137);
set_terrain(18,25,138);
set_terrain(43,26,137);
set_terrain(15,26,138);
set_terrain(16,26,137);
set_terrain(17,26,137);
set_terrain(18,26,138);
set_terrain(14,20,138);
set_terrain(15,20,138);
set_terrain(19,19,137);
set_terrain(19,16,138);
set_terrain(19,15,138);
set_terrain(18,15,137);
set_terrain(13,16,137);
set_terrain(13,17,138);
set_terrain(14,17,137);
set_terrain(15,16,137);
set_terrain(10,29,137);
set_terrain(13,29,138);
set_terrain(18,28,138);
set_terrain(21,28,138);
set_terrain(19,29,138);
set_terrain(20,30,138);
set_terrain(23,30,137);
set_terrain(19,31,137);
set_terrain(18,32,138);
set_terrain(17,33,137);
set_terrain(19,33,137);
set_terrain(23,32,138);
set_terrain(23,34,138);
set_terrain(16,33,137);
set_terrain(13,33,138);
set_terrain(15,36,138);
set_terrain(18,37,137);
set_terrain(19,37,137);
set_terrain(7,29,137);
set_terrain(5,29,137);
set_terrain(4,24,138);
set_terrain(4,23,138);
set_terrain(4,21,137);
set_terrain(4,17,138);
set_terrain(4,25,138);
set_terrain(6,29,137);

set_floor(15,16,89); // All floor modifications
set_floor(14,16,89);
set_floor(16,18,44);
set_floor(14,25,73);
set_floor(15,25,89);
set_floor(16,25,89);
set_floor(17,25,89);
set_floor(18,25,74);
set_floor(14,26,72);
set_floor(15,26,89);
set_floor(16,26,72);
set_floor(17,26,74);
set_floor(18,26,72);
set_floor(10,29,1);
set_floor(13,29,3);
set_floor(19,28,73);
set_floor(21,29,73);
set_floor(23,30,1);
set_floor(20,30,3);
set_floor(12,31,73);
set_floor(17,31,73);
set_floor(14,32,73);
set_floor(19,33,1);
set_floor(21,33,73);
set_floor(16,35,73);
set_floor(18,36,73);
set_floor(19,37,1);
set_floor(21,37,73);
set_floor(23,37,73);
set_floor(22,39,73);
set_floor(7,29,1);
set_floor(5,29,3);
set_floor(4,24,3);
set_floor(4,23,1);
set_floor(4,22,1);
set_floor(4,17,1);
set_floor(4,25,3);
set_floor(5,29,1);
}

break;

beginstate 10;
if (get_flag(121,0) == 1) {
set_flag(18,0,0);
}
break;

beginstate 11;
reset_dialog();
add_dialog_str(0,"",0);
add_dialog_str(1,"",0);
add_dialog_choice(0,"Not yet.");
add_dialog_choice(1,"I'd like to leave now.");
choice = run_dialog(1);

if (get_flag(5,12) == 0) {
if (choice == 1) {
message_dialog("That is good news for Riverrod. Many people will thank you for this stay.","");
block_entry(1);
}
if (choice == 2) {
message_dialog("","");
end_scenario(0);
}
}

if (get_flag(5,12) == 1) {
if (choice == 1) {
message_dialog("","");
block_entry(1);
}
if (choice == 2) {
message_dialog("","");
message_dialog("","");
message_dialog("THE END","");
end_scenario(1);
}
}
break;

beginstate 12;
if (get_flag(121,0) == 1) {
set_flag(18,0,1);
}
break;

beginstate 13;
if (get_flag(26,1) == 0) {
block_entry(1);
end();
}
if (get_flag(121,1) == 1)
end();
message_dialog("","");
set_flag(121,1,1);
break;

beginstate 14;
message_dialog("","");
break;
And a screenshot of how it looks like is here: http://thralni.ermarian.net/Afbeelding2.png

[ Saturday, December 29, 2007 13:43: Message edited by: Thralni ]

--------------------
Play and rate my scenarios:

Where the rivers meet
View my upcoming scenario: The Nephil Search: Escape.
Co-designed with Nikki: El Presidente.

Give us your drek!
Posts: 3029 | Registered: Saturday, June 18 2005 07:00
Infiltrator
Member # 148
Profile #1
Are those towers corresponding to a specific set_terrain's terrain? 137, 138? Or perhaps a specific floor? 89, 44, 73, 72, 1, 3

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Shock Trooper
Member # 10488
Profile #2
Well, I'm not sure why it's happening, but could it be fixed by resetting the height after making the changes?
Posts: 334 | Registered: Friday, September 14 2007 07:00
? Man, ? Amazing
Member # 5755
Profile #3
Did you set any offsets in the scendata script?

--------------------
Synergy, et al - "I don't get it."

Argon - "I'm at a loss for words..."
Posts: 4114 | Registered: Monday, April 25 2005 07:00
Master
Member # 5977
Profile Homepage #4
Sorry all, I was busy with stuff and didn't have time left for BoA, but here goes:

Dahak: For as far as I know, it happens randomly, but I'll check.

Minstrel: I don't think that'll work, but I can try.

Salmon: Nope.

--------------------
Play and rate my scenarios:

Where the rivers meet
View my upcoming scenario: The Nephil Search: Escape.
Co-designed with Nikki: El Presidente.

Give us your drek!
Posts: 3029 | Registered: Saturday, June 18 2005 07:00
Lifecrafter
Member # 6193
Profile Homepage #5
Try running this same code inside a town, and see what the result is. If it's the same, you know it's something wrong with the code. If it's different-- it could still be the code, or it could be some weird outdoor quirk.

--------------------
"NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki

Frostbite: Get It While It's...... Hot?
Posts: 900 | Registered: Monday, August 8 2005 07:00