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Posted

If I use the TriggerChangeMap script without any weapon equipped it works fine. When I pick up a weapon from the dlc FPSWeapon pack or start with autopistol prefab I get an error " Lua error: stack overflow " when trigger is activated.

 

 

 

I also noticed an error with the dlc melee weapon equipped and trigger map change I get an error

"attempt to index a nil value Line 268. "

 

I corrected it by changing the second self.emitter release number from [1] to a [2] in the function script:Release() section of the FPSMeleeWeapon script.

 

Thank you for all help in advance, Kirk

  • 4 weeks later...
Posted

I have modified the TriggerChangeMap.lua to release the players table objects and map switching works. The data doesn't get saved but I can still switch maps with a weapon attached and I no longer get the " Lua error: stack overflow " when trigger is activated. My next

adventure will be to try and tame GetEntityNeighbors.lua and pass some info to the next map.

 

Here is the script I used. Hope this can help someone. I am new to scripting so if there is something I am missing please let me know.

-------------------------------------------------------

 

Script.mapname=""--string "Map Name"

 

function Script:Collision(entity, position, normal, speed)

local nameEnt = entity:GetKeyValue("name", "")

 

if nameEnt == "Player" then

function ReleaseTableObjects()

end

changemapname=self.mapname

end

end

------------------------------------------------

Posted

just realized I didn't put a check for a map name. Here is the corrected script.

 

-------------------------------------------------------------

 

Script.mapname=""--string "Map Name"

 

function Script:Collision(entity, position, normal, speed)

local nameEnt = entity:GetKeyValue("name", "")

 

if nameEnt == "Player" then

function ReleaseTableObjects()

end

if self.mapname ~= "" then

changemapname=self.mapname

end

end

end

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