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Clouds and &TYPE (CSBwin)

Posted: Fri Jul 08, 2005 4:09 pm
by beowuuf
When I &TYPE a cloud's ID, it comes up as 150000 whether it is a poison cloud or fluxcage

Posted: Fri Jul 08, 2005 5:13 pm
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?

Posted: Fri Jul 08, 2005 6:37 pm
by Paul Stevens
See if 98v64 works better.

Posted: Fri Jul 08, 2005 6:47 pm
by beowuuf
Yup, that seems to have done it, cheers

For anyone needing to know, poison cloud = 150007, fluxcage = 150050, death cloud = 150040

Posted: Tue Jul 12, 2005 4:12 pm
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'

Posted: Wed Jul 13, 2005 2:51 am
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]

Posted: Wed Jul 13, 2005 7:57 am
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.... : )

Posted: Wed Jul 13, 2005 11:12 am
by Zyx
But i do have plans! :twisted:

Posted: Sat Jul 16, 2005 3:10 am
by Paul Stevens
&MOVE a cloud then you create a crash later
Should be better in CSBwin version 9.8v68