ActionSricpt 3 - Move to the certain scene - actionscript

TypeError: Error #1009: Cannot access a property or method of a null object reference.
at CompangleComplete_fla::MainTimeline/loop()[CompangleComplete_fla.MainTimeline::frame119:205]
I got this error.
When the player touch the "black rectangle", supposed to move to the next scene.
I try to check where is the problem, then I try this
if(endpoint==false){
if(player.hitTestObject(back.other)){
endpoint==true;
trace("next scene");}
the code run without error.
But then I try this,
if(endpoint==false){
if(player.hitTestObject(back.other)){
endpoint==true;
gotoAndPlay(2, "Scene 9");}
I got error like above.
The code for my gotoAndPlay(2, "Scene 9") is wrong. How I should change it?

There appears to be a method loop() being executed repeatedly. My guess is that Scene 9 does not contain one of the objects referenced in that loop. You can pinpoint the specific line of code by debugging the movie within Flash (ctrl + shift + enter).
Without more code it is hard to determine exactly what you are doing, but if you must change scenes I recommend stopping any loops/ENTER_FRAME listeners first, then starting them again in the new scene.

Related

How to Make Something Happen at a certain point in a Roblox Animation

I'musing Roblox Studio and can't figure out how to make it print 'test' at a certain point in the animation. Here is the code:
animationTrackTwo:GetKeyframeReachedSignal("Throw"):Connect(function(value)
print("test")
end)
local animationTrackTwo = character.Humanoid:LoadAnimation(script.Parent.ThrowSnowball)
animationTrackTwo:Play()
I think i inserted a keyframe into the animation called 'Throw" (I may have done it wrong) but it says GetKeyframeReachedSignal is not a valid member of animationTrack. Anyone know what I'm doing wrong?
Try using the :GetMarkerReachedSignal() function, More information can be found at: https://developer.roblox.com/en-us/api-reference/function/AnimationTrack/GetMarkerReachedSignal

Why is the core chat script stopping my entire game?

15:49:30.355 - BackgroundImage is not a valid member of Frame
15:49:30.356 - Stack Begin
15:49:30.357 - Script 'Players.Crusade_Commander.PlayerScripts.ChatScript.ChatMain.ChannelsTab', Line 212 - method AnimGuiObjects
15:49:30.357 - Script 'Players.Crusade_Commander.PlayerScripts.ChatScript.ChatMain.ChannelsTab', Line 262 - method Update
15:49:30.358 - Script 'Players.Crusade_Commander.PlayerScripts.ChatScript.ChatMain.ChannelsBar', Line 352 - method Update
15:49:30.358 - Script 'Players.Crusade_Commander.PlayerScripts.ChatScript.ChatMain.ChatWindow', Line 634 - method Update
15:49:30.358 - Script 'Players.Crusade_Commander.PlayerScripts.ChatScript.ChatMain', Line 171
15:49:30.359 - Stack End
This above was the error I have received
After the error hits, almost all the running scripts freeze and stop working. The script that runs when this occurs is a simple camera manipulation with lerp() and by what I can tell, it only occurs when this script is running, but the thing isI have made a new world, and put everything in there, still didnt work, checked for viruses, not the case, removed all frames in all the GUIs in my game, and it still remains like this.
The line in the chat script thats causing this is:
self.SelectedFrame.BackgroundImage.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency
And I cant simply change it because it only appears in game, or when you press play in studio, so you cant just change it.
This error isn't anything to do with your code. The ChatScript is a script that Roblox has written and provides for free. It looks like they shipped a bug. If you want to disable in-game chat for testing and development try this.
Create a LocalScript in StarterPlayer > StarterPlayerScripts. Add this line :
game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, false)
This should prevent the ChatScript from being added to the player when they spawn. Roblox will have to fix this bug.

AKTubularBells() and AKRhodesPiano() together cause error on the second

I'm using AKRhodesPiano() and AkTubularBells(). Both work alone. When I try to initialize both, I get the following error.
AKRhodesPiano.swift:init(frequency:amplitude:):88:Parameter Tree Failed
Notably, if I change the order of initialization, the error occurs for the last one of the two instantiated.
Adding the following line to the AKTubularBells playground right under the initialization of AKTubularBells is enough to trigger the error.
let tubularBells = AKTubularBells()
let temp = AKRhodesPiano() /// <- Add this line.
I saw in another post AKRhodesPiano error (crush) on AudioKit v4.2 that there was a recent error in the STK Physical models, so perhaps this is part of that. Any insight appreciated as always.
Thanks for noticing this, it only occurred when using those two nodes simultaneously, but it was basically just a cut-and-paste job gone bad. I fixed it on develop, so if you can rebuild the framework you'll be fine or else wait for the next release which should be soon.
Here's the fix:
https://github.com/AudioKit/AudioKit/commit/05651ff97a7ea7815a27de6a53eee0b5f7998920

Attempting to deactivate a non-dynamic body

I am using Cocos2D 3.1 with SpriteBuilder and I am simply trying to get things working. I have set up my SpriteBuilder ccb with a physicsNode and put my physics objects within it.
In my app I then try to call this:
[_sprite.physicsBody applyImpulse:ccp(-95.0f, 2800.0f)];
All of a sudden, there is a SIGABRT and it crashes on this line in cpSpaceComponent.c:
cpAssertHard(cpBodyGetType(body) == CP_BODY_TYPE_DYNAMIC, "Internal error: Attempting to deactivate a non-dynamic body.");
Aborting due to Chipmunk error: Internal error: Attempting to
deactivate a non-dynamic body. Failed condition: cpBodyGetType(body)
== CP_BODY_TYPE_DYNAMIC
I have looked around and there is no documentation on this type of crash. I am not even sure where to begin to try to fix this. Does anyone know what I should do to fix this crash?
Fixed it. Turns out my CCPhysicsNode had a sleep time threshold of 0, once I set it to the normal .5, everything works fine.

How to track down "incorrect checksum for freed object"

I have spent quite some time trying to trace this problem and read multiple suggestion from others with the same problem. I deal with a large code base so finding the problem without some hints is like looking for a needle in a hay stack.
On of the suggestion I read is to add a break point on *malloc_error_break* - but how do I do that. I understand that I have to add a symbolic break point but I'm not sure what exactly to enter in the two text fields, Symbol and Module?
I tried to enable Malloc Scribble and Malloc Guard Edges - but none of it results in any break point or crashes.
If I enable Zombie Objects the programs stops crashing but there is nothing in the output log showing any problems.
Finally I tried to enable Guard Malloc. I understand that it only works with the simulator so I tries that - but the problem is that the programs crashes in the start up phase before any line in my program is executed:
0x958e0cd4 <+0000> mov 0x4(%esp),%eax
0x958e0cd8 <+0004> mov %gs:0x0(,%eax,4),%eax < Crash
0x958e0ce0 <+0012> ret
and the call stack looks like this:
pthread_getspecific
__dyld__dyld_start
I'm not sure what I'm doing wrong here?
To add a breakpoint on malloc_error_break, simply stop in the debugger and type b malloc_error_break at the "gdb" or "lldb" prompt.

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