by capnbunnypaws » Tue Aug 17, 2021 9:35 am
Graf Zahl wrote:That would be in the C++ source, not in script code.
As a first test, I'd suggest you remove the A_QueueCorpse call from NewDisciplePlayer and BaseDisciplePlayer. This function is meant for monster corpses and may cause some issues with dead players.
We have tried your solution, and it seems to have worked. The player I was using did not leave a corpse as before, and did not trigger an error thoughout our playthrough. So that seems to be solved, the error was that I copypasted the Disciple monster's code, without considering it as a player, leaving it to queue up a corpse as a monster.
However, there is still the issue of the skills suddenly ceasing functioning. I cannot provide anything to reproduce the error, but I could try describing the conditions, since this isn't a case of a crash, rather than something changing states bizzarely. The issue occurred consistently at the end of the Seven Portals, after pressing the three levers needed to open the exit. The skills I had on my player character were mainly CallCleric, CallFighter, CallMage. For the vast part of the game, they worked as intended: if nothing exists, summon; if it exists, ThingMove; if double clicked, remove. However, after passing said stage, the skills would either show a "Passive" text or a "Not Learned" text, without any idea why.
It isn't the original issue, but maybe you could enlighten us regarding a potential cause? We would be very grateful.
[quote="Graf Zahl"]That would be in the C++ source, not in script code.
As a first test, I'd suggest you remove the A_QueueCorpse call from NewDisciplePlayer and BaseDisciplePlayer. This function is meant for monster corpses and may cause some issues with dead players.[/quote]
We have tried your solution, and it seems to have worked. The player I was using did not leave a corpse as before, and did not trigger an error thoughout our playthrough. So that seems to be solved, the error was that I copypasted the Disciple monster's code, without considering it as a player, leaving it to queue up a corpse as a monster.
However, there is still the issue of the skills suddenly ceasing functioning. I cannot provide anything to reproduce the error, but I could try describing the conditions, since this isn't a case of a crash, rather than something changing states bizzarely. The issue occurred consistently at the end of the Seven Portals, after pressing the three levers needed to open the exit. The skills I had on my player character were mainly CallCleric, CallFighter, CallMage. For the vast part of the game, they worked as intended: if nothing exists, summon; if it exists, ThingMove; if double clicked, remove. However, after passing said stage, the skills would either show a "Passive" text or a "Not Learned" text, without any idea why.
It isn't the original issue, but maybe you could enlighten us regarding a potential cause? We would be very grateful.