I am remaking portal in gamemaker for my semester final, I was wondering how you find an object, if I have one portal down, and go into it, the game crashes, as the 2nd portal isn't placed, and it can't get its .x,.y pos. How do I set a variable to fix this?
We don't know how you determine the destination teleporter, you should clarify that. But one variant could be to check whether the amount of portals is >= 2, so you have at least one place to go
if (instance_number(your_portal_name) >= 2)
{
// proceed the portal mechanics
}
I assume that in some event you have a piece of code that does the teleporting. You just have to place this piece of code in an "if" statement that verifies if the second portal exists. This way, you will attempt teleportation only if the needed exit instance exists. You can use the "instance_exists" function
for example :
if ( instance_exists( exit_portal_or_whatever_you_name_it ) )
{
your_teleportation_code;
}
I would say that based on the information you gave us, German Gorodnev's answer is correct. If you only have one portal and you try to get the position of a non-existent portal, then you will get an error. So you should include an if statement that makes sure the needed portals are there before retrieving the positions.
Related
It seems to be a simple question but I have a hard time to find an answer to it. I already have a project with several parameters (project and database parameters). I would like to obtain the LCA results for several scenarios with my parameters having different values each time. I was thinking of the following simple procedure:
change the parameters' value,
update the exchanges in my project,
calculate the LCA results.
I know that the answer should be in the documentation somewhere, but I have a hard time to understand how I should apply it to my ProjectParameters, DatabaseParameters and ActivityParameters.
Thanks in advance!
EDIT: Thanks to #Nabla, I was able to come up with this:
For ProjectParameter
for pjparam in ProjectParameter.select():
if pjparam.name=='my_param_name':
break
pjparam.amount = 3
pjparam.save()
bw.parameters.recalculate()
For DatabaseParameter
for dbparam in DatabaseParameter.select():
if dbparam.name=='my_param_name':
break
dbparam.amount = 3
dbparam.save()
bw.parameters.recalculate()
For ActivityParameter
for param in ActivityParameter.select():
if param.name=='my_param_name':
break
param.amount = 3
param.save()
param.recalculate_exchanges(param.group)
You could import DatabaseParameter and ActivityParameter iterate until you find the parameter you want to change, update the value, save it and recalculate the exchanges. I think you need to do it in tiers. First you update the project parameters (if any) then the database parameters that may depend on project parameters and then the activity parameters that depend on them.
A simplified case without project parameters:
from bw2data.parameters import ActivityParameter,DatabaseParameter
# find the database parameter to be updated
for dbparam in DatabaseParameter.select():
if (dbparam.database == uncertain_db.name) and (dbparam.name=='foo'):
break
dbparam.amount = 3
dbparam.save()
#there is also this method if foruma depend on something else
#dbparam.recalculate(uncertain_db.name)
# here updating the exchanges of a particular activity (act)
for param in ActivityParameter.select():
if param.group == ":".join(act.key):
param.recalculate_exchanges(param.group)
you may want to update all the activities in the project instead of a single one like in the example. you just need to change the condition when looping through the activity parameters.
When you try to reach the Dalaran Well in Dalaran, you are teleported to the sewers.
It is using this Game object: Doodad_Dalaran_Well_01 (id = 193904 )
Where is it scripted? How?
I've found nothing in the table smart_scripts, and found nothing in the core about this specific id so I'm curious because this type of teleport is really better than clicking on a game object
This gameobject is a unique case because it works like instance teleports do. If you check the gameobject_template table, you will see that it has several Data columns that have diferent values based on the type of the gameobject.
The gameobject you are refering too is the Well It self but the portal gameobject inside the well gives the player a dummy spell to tell the core that the player has been teleported (spell ID 61652).
For the specific case of the dalaran well, it's type is 30 which means, as the documentation says, GAMEOBJECT_TYPE_AURAGENERATOR. As soon as the player is in range, a dummy aura is cast on him to notify the core that this areatrigger has been activated (You could do stuff when player gets hit by the dummy spell).
The trick here is a bunny, but not the bunny itself since it is there mostly to determine an areatrigger. If you use command .go gobject 61148 you can check him out, he's inside the well.
Areatriggers are a DBC object that are actually present on our database on world.areatrigger. You can check the columns here. When the player enters the Radius box specified on the areatrigger, another thing happens in the core which is world.areatrigger_teleport.
If you run the following query you will be able to check the position where the trigger will teleport the player to.
SELECT * FROM areatrigger_teleport WHERE `Name` LIKE '%Dalaran Well teleporter%';
For several years I have been using the CGridCellCombo class. It is designed to be used with the CGridCtrl.
Several years ago I did make a request in the comments section for an enhancement but I got no replies.
The basic concept of the CGridCellCombo is that it works with the text value of the cell. Thus, when you present the drop list it will have that value selected. Under normal circumstances this is fine.
But I have places where I am using the combo as a droplist. In some situations it is perfectly fine to continue to use the text value as the go-between.
But is some situations it would have been ideal to know the actual selected index of the combo. When I have a droplist and it is translated into 30 languages, and I need to know the index, I have no choice but to load the possible options for that translation and then examine the cell value and based on the value found in the array I know the index.
It works, but is not very elegant. I did spend a bit of time trying to keep track of the selected index by adding a variable to CInPlaceList and setting it but. I then added a wrapper method to the CGridCellCombo to return that value. But it didn't work.
I wondered if anyone here has a good understanding of the CGridCellCombo class and might be able to advise me in exposing the CComboCell::GetCurSel value.
I know that the CGridCtrl is very old but I am not away of another flexible grid control that is designed for MFC.
The value that is transfered back to the CGridCtrl is choosen in CInPlaceList::EndEdit. The internal message GVN_ENDLABELEDIT is used, and this message always use a text to set it into the grid.
The value is taken here via GetWindowText from the control. Feel free to overwrite this behaviour.
The handler CGridCtrl::OnEndInPlaceEdit again calls OnEndEditCell. All take a string send from GVN_ENDLABELEDIT.
When you want to make a difference between the internal value and the selected value you have to manage this via rewriting the Drawing and selecting. The value in the grid is the GetCurSel value and you have to show something different... There isn't much handling about this in the current code to change.
More information
The key is CInPlaceList::EndEdit(). There is a call to GetWindowText (CInPlaceList is derived from CComboBox), just get the index here. Also in CGridCellCombo::EndEdit you have access to the m_pEditWnd, that is the CInPlaceList object and derived from CComboBox, so you have access here too.
I have found this to be the simplest solution:
int CGridCellCombo::GetSelectedIndex()
{
int iSelectedIndex = CB_ERR;
CString strText = GetText();
for (int iOption = 0; iOption < m_Strings.GetSize(); iOption++)
{
if (strText.CollateNoCase(m_Strings[iOption]) == 0) // Match
{
iSelectedIndex = iOption;
break;
}
}
return iSelectedIndex;
}
I'm trying to mask the answer options that show up in a 3DGrid question item in Confirmit, using the value of a background variable.
E.g. when "background1" ==1, display answer category 1. If "background1" ==0, do not display answer category 1. If "background2" ==1, display category 3, otherwise do not. In any case, display answer category 2.
Hopefully this is easy for someone out there (I'm a psychologist, not a coder...so not so much so for me :/)
Thanks!
In order to access the data inside a question/variable we can use the f function of confirmit.
for instance:
f('my_question_id').get();
When masking a question, we need to pass in a Set object so Confirmit knows what Code's to show and not to show.
Often you will mask using a Set from a previous question. So you pass in the question_id and Confirmit does all the other magic.
Here we have the problem of not having a Set, so we will have to create our own.
For this, there are 2 approaches (can be found in the scripting manual under Working with Sets > Methods of the set Object > add and remove and Working with Sets > User defined functions...)
I'm going to stick to the first one because it is easier to use ;)
What we will do first is create a script node (it doesn't matter where you create it, just somewhere in the survey, I often have a folder Functions with all my script nodes in somewhere at the bottom of my survey)
In that script file we will have our function that crates our set:
function CreateMyAwesomeSet()
{
//create an empty Set
var mySet = new Set();
//if background1 equals 1, add 1 to our Set
if ( f('background1').get() == '1' )
{
mySet.add(1);
}
//return the Set of allowed Codes
return mySet;
}
Here we declare a function that we now can use wherever we want to.
So now, If we want to use this Set, we add a Code Mask to your grid:
CreateMyAwesomeSet()
You can ofcourse change the name of the function, and add extra if statements.
hope this helps
Exception of type 'Microsoft.WindowsAzure.StorageClient.StorageClientException' was thrown.
Sometimes even if we have the fabric running and the role manager is up, we get an exception of this sort.
The code breaks at the line:
emailAddressClient.CreateTableIfNotExist("EmailAddress");
public EmailAddressDataContext(CloudStorageAccount account) :
base(account.TableEndpoint.AbsoluteUri, account.Credentials)
{
this.storageAccount = account;
CloudTableClient emailAddressClient =
new CloudTableClient(storageAccount.TableEndpoint.AbsoluteUri,
storageAccount.Credentials);
emailAddressClient.CreateTableIfNotExist("EmailAddress");
}
I give Windows Azure tables camel-cased names all the time without issues.
I wonder if by chance you already used this table name and recently deleted it? For a time after deletion (when the table is still being deleted asynchronously), you won't be able to recreate it. I believe 409 Conflict is the error code to expect in that case.
I agree with Steve Marx, casing does not seem to affect this issue. In fact Microsoft's Azure diagnostics tables are created with unusual casing eg: WADPerformanceCounters. I get the problem even in the dev environment. So it is something else entirely - my opinion.
Error fixed in my case: The problem was an error with the connection string as defined in (or lack thereof) in the webrole or workerrole project properties.
Fix:
Right-click on the webrole under "Roles" folder in your cloud application. Select "Properties" from the context menu.
Select the "Settings" tab.
Verify or Add a setting for you connection string that you will use to initialize table storage.
Mine was a simple error - no setting for my connection string.
Easy fix is to change "EmailAddress" to "Emailaddress". For some reasons it would not allow CamelCasing. So please make sure, you just have one capital letter in the name of the table that too at the beginning. Since the table names are case insensitive, you can also name it as 'emailaddress'