Whats is wrong?


function Trig_Multiplayer_Camera_Actions takes nothing returns nothing
    local boolean b                    //The pathing boolean
    local integer i = 1                //The player index counter
    local location l = Location(0,0)    //A point used to detect height
    local real v                        //The distance of the camera
    local real x                        //Coordinates x,y,z of two points
    local real y
    local real z
    local real x1
    local real y1
    local real z1
        if udg_camera_target_unit[i] != null and (GetWidgetLife(udg_camera_target_unit[i]) > 0.405) then
            set v = 25 //We set the minimum distance to 25
            set x = GetUnitX(udg_camera_target_unit[i]) //Get the x coordinate of the unit wich has the camera on it
            set y = GetUnitY(udg_camera_target_unit[i]) //Get the y coordinate of the unit wich has the camera on it
            call MoveLocation(l,x,y) //We move the l point to the units coordinates
            set z = GetLocationZ(l) // store the heignt as z
            set x1 = x + 64 * Cos((GetUnitFacing(udg_camera_target_unit[i]) + udg_camera_turn_degree[i]) * bj_DEGTORAD)
            set y1 = y + 64 * Sin((GetUnitFacing(udg_camera_target_unit[i]) + udg_camera_turn_degree[i]) * bj_DEGTORAD)
            call MoveLocation(l,x1,y1)
            set z1 = GetLocationZ(l)
            loop //Here begins the main loop for all players
                set x1 = x - v * Cos((GetUnitFacing(udg_camera_target_unit[i]) + udg_camera_turn_degree[i]) * bj_DEGTORAD)
                set y1 = y - v * Sin((GetUnitFacing(udg_camera_target_unit[i]) + udg_camera_turn_degree[i]) * bj_DEGTORAD)
                set b = IsTerrainWalkable(x1,y1)
                if (b == false) then
                    set b = IsTerrainDeepWater(x1,y1)
                if (GetUnitFlyHeight(udg_camera_target_unit[i]) > 0) then
                    set b = true
                endif // This is just to avoid distance changes if the unit is in the air
                if ((b == true) and (v < 450)) then
                    set v = v + 25
                    elseif ((b == false) or (v == 450)) then
                    exitwhen true // This increases the camera distance until the system detects a non-pathable point.
                                  // Max distance can be changed, its the 450 integer
            if GetLocalPlayer() == Player(i - 1) then //Make the system do the folowing stuff only for one player at the time
            call SetCameraField(CAMERA_FIELD_ROTATION, GetUnitFacing(udg_camera_target_unit[i]) + udg_camera_turn_degree[i], 0.5) //Set the rotation of the cam to the units+our rotation wish
            call SetCameraField(CAMERA_FIELD_TARGET_DISTANCE, v, 0.2) //Set the distance to v
            call SetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK, 335 + ((z1 - z) * 0.5), 0.32) //This is meant for the player to be able to see the "top of the mountain"
            call SetCameraField(CAMERA_FIELD_FIELD_OF_VIEW, 120, 0)
            call SetCameraField(CAMERA_FIELD_FARZ, 5000, 5) //How far the player will be able to see
            call SetCameraTargetController(udg_camera_target_unit[i], 0, 0, false) //Locks the camera to the unit
            call SetCameraField(CAMERA_FIELD_ZOFFSET, GetUnitFlyHeight(udg_camera_target_unit[i]) + GetCameraField(CAMERA_FIELD_ZOFFSET) + z - GetCameraTargetPositionZ() + 128, -0.06)
            call SetCameraField(CAMERA_FIELD_ZOFFSET, GetUnitFlyHeight(udg_camera_target_unit[i]) + GetCameraField(CAMERA_FIELD_ZOFFSET) + z - GetCameraTargetPositionZ() + 128, 0.06) //Height of the camera is adjusted here
    exitwhen i == 11 // Change the value here for more players eg: i==9 for nine players
    set i = i + 1 //Next player is set
    call RemoveLocation(l) //We dont want leaks of points
    endloop //Loop ends for one player and starts for another
    set l = null //We remove the previous l
function InitTrig_Multiplayer_Camera takes nothing returns nothing
    set gg_trg_Multiplayer_Camera = CreateTrigger(  )
    call TriggerRegisterTimerEvent(gg_trg_Multiplayer_Camera,0.06,true) //You can change the time if you want the cam to be faster
    call TriggerAddAction( gg_trg_Multiplayer_Camera, function Trig_Multiplayer_Camera_Actions )
This is all of the script and the anexed image is the line of the error... what is wrong? I just can't see this, please, help me D:



There seems to be a problem with the compiler identifying the functions IsTerrainWalkable and IsTerrainDeepWater. I suggest checking if these functions actually exists and if it's reachable.
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  • tom_mai78101 tom_mai78101:
    Hmm, about the Headline News, I noticed threads are being moved into the subforum (Health News, Environmental News, etc.). When that happens, the TH Forum Home page loses the articles, and instead would show old articles posted 1 or 2 weeks ago.
  • tom_mai78101 tom_mai78101:
    What do we do with the Home page?
  • Ghan Ghan:
    I added those forums to the filter for that widget.
  • tom_mai78101 tom_mai78101:
    Oh nice. They're back. Thanks.
  • tom_mai78101 tom_mai78101:
    Now I think it makes more sense for me to put news in their own subforums, without worry.
  • The Helper The Helper:
    Awesome Ghan thanks! I was purposely not moving the first 15 news articles in Headline news to the different subforums but I guess I don't have to do that now?
  • tom_mai78101 tom_mai78101:
    Question: Is there a way to remove thread redirects? It creates a copy of the moved thread and takes up space, and I am leaning towards wanting to remove them in the Headline News. But if they have an expiration date, I guess I'm fine with it.
  • The Helper The Helper:
    If you move a thread please leave a permanent redirect. You can delete any redirects after 6 months. The redirects are left to help Search Engines find the moved content.
  • tom_mai78101 tom_mai78101:
    What if you move the permanent redirect, not the thread?
  • The Helper The Helper:
    I think that works but I have not messed with it. You can delete redirects though if you have to that will not delete the original thread
  • The Helper The Helper:
    if a redirect ends up in the same forum as the post it goes to though I think the redirect drops or fails or something but they are not bugged out and when you are working on an indirect the original post is safe.
  • The Helper The Helper:
    Happy Early Friday :)
    Happy Friday :)
  • tom_mai78101 tom_mai78101:
    Fun Friday for me
  • tom_mai78101 tom_mai78101:
    Happy Fun Friday to all.
  • The Helper The Helper:
    Happy Sunday everyone!!!
    Happy Sunday!!!
  • jonas jonas:
    Happy monday :p
  • jonas jonas:
    Everyone hates mondays?
  • The Helper The Helper:
    Happy Tuesday!
  • jonas jonas:
    Happy belated tuesday
  • tom_mai78101 tom_mai78101:
    I found out you can't delete nor hide redirect links to existing threads. It will just stay there. I have no choice now but to start moving thread redirects to News Archive.
  • The Helper The Helper:
    That is not the way that it works for me I can delete redirects you just have to hit refresh sometimes big deletes will take a while as long as moves\
  • The Helper The Helper:
    You don't have to do that you can just leave stuff there in headline news for up to a year it was already down to like 8 months there is no rush.

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