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Old 06-08-2012, 08:04 PM
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Uleat
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Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
Default One-click GFay lifts: Check (maybe)

I fixed my mistake in the test code. My c++ ignorance was showing..I mistakingly used '!' as 'If' in the single line conditional.
(I know that it's the 'not' operator, !duh, err, duh!.) Test code now shows proper state, and I added some additional 'value' reports.


I can operate the GFay lifts with one click now, and they can be ridden as well. There's still something in the code causing state
conflict on the 'triggered' actions, but I'm looking at that now. This problem may be what was causing that erratic behavior that
you saw Stonehive Trev...

(Are these calls thread-safe?)

In addition, I was using the melee key to insert 'click' separators at one point and got some very strange report for door_id. (This
was before I added the 'fix' code.) It reported the value of door_id as some 8~12 digit number on some iterations. I didn't write it
down, but it definitely exceeded the door_id range and even the 'door' table ID range. Haven't seen it since fix added though.

(I'll check as many different door types as I can before I submit the code.)


This is going to end up being a bug. Should I bump this conversation to 'bug report' or to 'code submission'?

(pre-p.s. Cave_Dude, GFaydark door 78 (orc-top) is set to invert_state = 1. Can you look into setting it to '0' for published peq, like
the other actuators for GFay lifts? Lifts themselves need to stay '1' though.)


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