When testing my module I of course have to resort to Debug Mode time and again. The last time I did that, it gave me two messages that I have no idea what to do about.
- Action List Overflow
The creature in question only has a heartbeat script that makes them sit down. The script looks like this:
void main()
{
if (IsInConversation(OBJECT_SELF) || GetIsInCombat()) return;
ActionPlayAnimation(ANIMATION_LOOPING_SIT_CROSS, 0.5f, 999999.0f);
}
I copied it from another module way back when I had no idea what all these squiggles even mean, but I think it looks all right…? Is it the animation length? There are other creatures that have that as a heartbeat script and they don’t give this message.
It spams the dialogue window endlessly when in debug mode and goes away if I select the creature via the (.)key chooser and click “rest”.
- AI Update Time Overflow
This is really strange and I have no idea what it could possibly mean.
The script in question goes like this:
#include "nw_i0_generic"
void main()
{
object oPC = GetPCSpeaker();
CreateItemOnObject("ref_guild", GetPCSpeaker(), 1);
if (GetGender(oPC)==GENDER_FEMALE)
{
object oSpot1 = GetWaypointByTag("CUTSC1_wp1");
object oSpot2 = GetWaypointByTag("CUTSC1_wp2");
object oSpot3 = GetWaypointByTag("CUTSC1_wp3");
location lSpot1 = GetLocation(oSpot1);
location lSpot2 = GetLocation(oSpot2);
location lSpot3 = GetLocation(oSpot3);
object oSpawnF1 = CreateObject(OBJECT_TYPE_CREATURE, "radiantheart1", lSpot1);
object oSpawnF2 = CreateObject(OBJECT_TYPE_CREATURE, "radiantheart2", lSpot2);
object oSpawnF3 = CreateObject(OBJECT_TYPE_CREATURE, "radiantheart3", lSpot3);
}
else
{
object oSpot2 = GetWaypointByTag("CUTSC1_wp3");
location lSpot2 = GetLocation(oSpot2);
object oSpawnF2 = CreateObject(OBJECT_TYPE_CREATURE, "ariannenoble", lSpot2);
}
}
It spawns gender - specific NPCs and gives the PC an item. There is even nothing in the script about the creature tagged “bb_scarlett” (that’s just the person whose conversation the script is tacked on to).
Soo… what’s going on?