In Progress Contra Action(Tech Demo 2)

The project is currently under development.
Welcome back DJ :)

About your issue, it's hard to find the error with just those. You'd need to post the real error message from OpenBoRlog.txt.
 
Yo Blood!  8)

Sorry, I thought the scriptlog was the go to file since it's the script that's the issue. I crashed the game again to pull up a new log file.
https://www.mediafire.com/file/apsosggp8sm6bn4/OpenBorLog.txt/file

I tried looking into it myself so I'll know this in the future, and I did notice the first line here.
Code:
Script compile error: can't find function 'target0T'

Script compile error in 'FlyBot': target0T line 237, column 9

********** An Error Occurred **********
*            Shutting Down            *

Can't compile script 'FlyBot' data/chars/flybot/flybot.txt
Total Ram: 17177300992 Bytes
 Free Ram: 12070383616 Bytes
 Used Ram: 79122432 Bytes

Release level data...........
Level Unloading: 'data/levels/0/0.txt'
Total Ram: 17177300992 Bytes
 Free Ram: 12070416384 Bytes
 Used Ram: 79130624 Bytes

RAM Status:
Total Ram: 17177300992 Bytes
 Free Ram: 12070416384 Bytes
 Used Ram: 79130624 Bytes

Done!

Release graphics data........	Done!
Release game data............

Unload 'Flash' ............Done.
Unload 'Blood' ............Done.
Unload 'Blood2' ............Done.
Unload 'KNUCKLES' ............Done.
Unload 'KNUCKLES2' ............Done.
Unload 'KNUCKLES3' ............Done.
Unload 'Y-SPA1' ............Done.
Unload 'Y-SPA2' ............Done.
Unload 'Y-SPA3A' ............Done.
Unload 'Y-SPA4A' ............Done.
Unload 'Y-SPA5A' ............Done.
Unload 'Y-SPA6A' ............Done.
Unload 'Y-SPA7A' ............Done.
Unload 'Y-SPA8A' ............Done.
Unload 'KnuxSP' ............Done.
Unload 'SPARKSTER' ............Done.
Unload 'SPARKSTER2' ............Done.
Unload 'SPARKSTER3' ............Done.
Unload 'SparkAFX' ............Done.
Unload 'SparkSP' ............Done.
Unload 'S-Wave' ............Done.
Unload 'S-WaveF' ............Done.
Unload 'SHADOW_EX' ............Done.
Unload 'ChaosA1' ............Done.
Unload 'ChaosA2' ............Done.
Unload 'ShadowS' ............Done.
Unload 'ShadowS2' ............Done.
Unload 'ChaosF' ............Done.
Unload 'ShadSP1' ............Done.
Unload 'ShadSP2' ............Done.
Unload 'ChaosA1F' ............Done.
Unload 'ChaosA2F' ............Done.
Unload 'ShadowSF' ............Done.
Unload 'ChaosFF' ............Done.
Unload 'ShadSP1F' ............Done.
Unload 'ShadSP2F' ............Done.
Unload 'Bolder' ............Done.
Unload 'Brang' ............Done.
Unload 'Brang1' ............Done.
Unload 'Brang2' ............Done.
Unload 'Knife' ............Done.
Unload 'Shot' ............Done.
Unload 'Star' ............Done.
Unload 'Steam' ............Done.
Unload 'Steamer' ............Done.
Unload 'Furnace' ............Done.
Unload 'Xplos2' ............Done.
Unload 'SP0' ............Done.
Unload 'SP1' ............Done.
Unload 'Glass0' ............Done.
Unload 'Glass1' ............Done.
Unload 'FlyBot' ............Done.
Unload 'Walker' ............Done.
Unload 'Laser' ............Done.
Unload 'BallE' ............Done.
Unload 'BallN' ............Done.
Unload 'GBlast' ............Done.
Unload 'Grenade' ............Done.
Unload 'LBall' ............Done.

Release game data............	Done!
Release timer................	Done!
Release input hardware.......	Done!
Release sound system.........	Done!
Release FileCaching System...	Done!

**************** Done *****************

Can't compile script 'FlyBot' data/chars/flybot/flybot.txt
I checked the line in the entity before realizing it meant the script file itself, and saw that the line with the error, target0T, is exactly the same as a script from Contra, Escript specifically. That's the best I can do on my own, but I'm thinkin it's an issue with me using a more recent build of OpenBOR.
Code:
void returner(float Time)
{// Return to previously stored coordinates
// Entity will reach coordinate within specified time
// Time = specified time

    void self = getlocalvar("self");
    float Tx = getentityvar(self,5);
    float Ty = getentityvar(self,6);
    float Vx;
    float Vy;

    Vx = target0T(Time, Tx, Ty, 0, 0, "x", 0);
    Vy = target0T(Time, Tx, Ty, 0, 0, "y", 0);

    changeentityproperty(self, "velocity", Vx, 0, Vy); //Return!
}


X)
 
The log says that you don't have target0T function in your target.h library. Check that library and see if there's target0T function.
 
Check the library, guess the function was missing. Copying it from Contra did the trick, and now the game doesn't crash anymore.
Thanks again, but what told you it was in the library, or did you know already?

X)
 
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