Clouds and &TYPE (CSBwin)

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beowuuf
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Clouds and &TYPE (CSBwin)

Post by beowuuf »

When I &TYPE a cloud's ID, it comes up as 150000 whether it is a poison cloud or fluxcage
Last edited by beowuuf on Mon Apr 17, 2006 11:25 am, edited 1 time in total.
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beowuuf
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Post by beowuuf »

That was kinda just a statement of fact - obviously I wondered if this was a bug or not, and if not, then is there a way to differentiate between what type of cloud is on a tile rather than using &TYPE?
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Paul Stevens
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Post by Paul Stevens »

See if 98v64 works better.
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beowuuf
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Post by beowuuf »

Yup, that seems to have done it, cheers

For anyone needing to know, poison cloud = 150007, fluxcage = 150050, death cloud = 150040
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beowuuf
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Post by beowuuf »

If you &MOVE a cloud then you create a crash later (seems beyond when the cloud would disappear for death cloud) - 'Illegal object Indirect Index' error generated four times before the red windows termination error comes up.

Code used - L1 L32768 L15 LA L0 L1 L32768 L15 LB L0 &MOVE

Edit: Interesting, LB was on a different level (hence the long time gap I think). If LB is on the same level then deathclouds/poison clouds, on dying off, generate two illegal object errors, then an 'ObjectDesc byte 2 is too large. Graphics file error??' Graphics error then a 'System Error 23610 SystemError' error then CSBwin just closes. Fluxcage just generates a few illegal index errors and kills CSBwin as 'normal'
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Paul Stevens
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Post by Paul Stevens »

&MOVE a cloud then you create a crash later
I'm not surprised. Clouds were not made to move. I'll
see what I can do but some other things come first.[/code]
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beowuuf
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Post by beowuuf »

If you can't you can't, it was trials for the 'deathcloud' idea, I have no plans for anything else moving clouds...you know...yet.... : )
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Post by Zyx »

But i do have plans! :twisted:
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Paul Stevens
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Post by Paul Stevens »

&MOVE a cloud then you create a crash later
Should be better in CSBwin version 9.8v68
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