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Gluonbolter doesn't work
Posted: Fri Feb 22, 2008 1:45 pm
by polyopulis
I got these errors when i fired my gluonbolter... what does it mean? how do i fix?
___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 3
for object GluonBolter:
Error in code at line 11:
bul.l_turntimes = (175+random(10)) / bul.l_turnrate
at position 47: Division by 0.
___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 1
for object BulletGluon:
Error in code at line 1:
if l_turntimes > 0 then
at position 4: Unknown variable l_turntimes
Posted: Fri Feb 22, 2008 1:53 pm
by AllStarZ
What did you mod to it?
Posted: Fri Feb 22, 2008 10:00 pm
by Auriak
Is that gluon bolter on the mirrored side of your ship?
Posted: Fri Feb 22, 2008 10:58 pm
by pwhk
Hmm..... Do you know there is a topic that collects all the bug reports?...
http://www.wyrdysm.com/phpBB2/viewtopic.php?t=6
Posted: Sat Feb 23, 2008 5:58 am
by Zancloufer
Mirrored Gluons have turn rate set to 0 by default
Posted: Sat Feb 23, 2008 8:13 pm
by antisocialmunky
I've always had problems with more than two on a ship, I don't think you're supposed to have more than two.
Posted: Sat Feb 23, 2008 8:36 pm
by Spoot Knight
You also can't increase the speed of the projectiles otherwise you get a little spinning launcher that does nothing but make noise...
Posted: Sun Feb 24, 2008 12:59 am
by Master Chief
antisocialmunky wrote:I've always had problems with more than two on a ship, I don't think you're supposed to have more than two.
But wait, I've had around 8 of them on a single platform but they didn't screw up on me.

Posted: Sun Feb 24, 2008 1:37 am
by bien4500
Spoot Knight wrote:You also can't increase the speed of the projectiles otherwise you get a little spinning launcher that does nothing but make noise...
Hmmm, something to scare Encounter players with, platforms with 10 or so noise-makers.
Posted: Sun Feb 24, 2008 6:03 am
by polyopulis
i didnt mod it at all, i didnt even change any of the stats in ship maker... i just put two on a ship, tested it and shot one and i got that error
Posted: Sun Feb 24, 2008 6:16 am
by Zancloufer
Zancloufer wrote:Mirrored Gluons have turn rate set to 0 by default
Posted: Sun Feb 24, 2008 6:39 am
by polyopulis
Mirrored Gluons have turn rate set to 0 by default
ooooh ok thanks
Posted: Mon Feb 25, 2008 5:31 am
by AidanAdv
The same thing happened to me with mirrored gluon bolters. When i use them in a game one just shoots backward and i get the error messages.