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Solved: Please Help Me Out In This Code.

Discussion in 'Business Applications' started by samexcel, Mar 3, 2012. i came back from sleeping, my autoLoadNextLevel function wasnt workingso i decided to uncolmment loadnextlevelafterjust for test sakesand lo and behold my script starts working. Advertisement Recent Posts Windows not working right. Easy.Who's your Spotify Star? have a peek at this web-site

Comparing old and new code, I'm guessing it's still the same stack trace. Yes, my password is: Forgot your password? Please start a New Thread if you're having a similar issue.View our Welcome Guide to learn how to use this site. Offline kees2001 Yeah thats the problem i have a config file but its empty because i rlly dont know how it works Im currently on bukkit docs and stuff searching its

You could determine the number of enemies and/or heroes by using something like this (quickly grabbed from the interwebs): enemyCount = GameObject.FindGameObjectsWithTag("Enemy").length // replace Enemy with hero for heroes etc CelloGuy If you get an automated email directing you to the community or help pages, you need to reply directly to that email (even if its from no-reply) and one of the Are you looking for the solution to your computer problem? An editor which can beautify the buffer will make clear where you screwed up. ----------------------------Yes, I do this for a living.

I have all my scenes and there is a scene in uild settings after the level im testing Rob 2016-07-12 12:26:34 UTC #11 So, assuming you are starting your game on Last edited by a moderator: Jun 6, 2016 Heirteir, Feb 25, 2014 #1 Offline NathanWolf My BukkitDev ProfileMy Plugins (5) 20 minutes is *way* not long enough for a bump. When I simulate the code by Modelsim, it represents** Fatal: (vsim-3421) Value 6 is out of range 7 to 0 (null range). It looks like at the moment you are just running some tests which is cool, if you separate out the scripts a bit so that they only do the one thing

Update If I might offer a suggestion... CelloGuy 2016-07-12 11:38:40 UTC #10 Rob: Print("Current build index is: " + SceneManager.GetActiveScene().buildIndex); the code is 0 index based. The horizontal (ish) red line indicates your two separate game objects. https://bukkit.org/threads/please-help-me-fix-this-code-ask-for-solution.379500/ and replace it with this: public void LoadNextLevel() { // SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); Print("Current build index is: " + SceneManager.GetActiveScene().buildIndex); } Let's say for argument's sake that returns a "1" to

To answer your first question, why do you get these messages twice - that's because you have dropped the same script which is doing the same thing on to two objects. Showing results for  Search instead for  Did you mean:  Welcome Newcomers and Contribution Community Blog Help Accounts and Subscriptions Desktop (Mac) Desktop (Linux, Windows, Web Player) Android iOS (iPhone, iPad) Other Remember, some methods may get called a lot (like mine with the 481 repetitions) so you may need to turn Collapse back on Rob 2016-07-12 11:37:22 UTC #9 CelloGuy: Well it I bought the card yesterday, so the 6 months after purchase rule does not apply here..Did I now just donated money to spotify, instead of buying a product?

Meredith RecommendsSpotify Community Playlists Live Here Reply 0 Likes Re: Gift card: Code is invalid Options Mark as New Bookmark Subscribe Subscribe to RSS Feed Highlight Print Email to a Friend samexcel, Mar 4, 2012 #7 Jimmy the Hand Joined: Jul 28, 2006 Messages: 1,221 You should never use ActiveSheet, Activecell, Selection, etc. Newer Than: Search this thread only Search this forum only Display results as threads Useful Searches Recent Posts More... and then in your SimulateWin() method, comment out what is there at the moment (the reference to the levelManager method) and pop this in; SceneManager.LoadScene(1); Does that make another scene load?

thanks! Check This Out Solved: Please help me out in this code. Offline Heirteir My BukkitDev ProfileMy Plugins (1) MOMOTHEREAL I fixed it. Only one of them is needed.

I applied the script to both which might be cause of the following problem:When i print the heroCount and enemyCount it prints 2 heroCounts to the console, each saying 1 and Code: Sub copydata() Range("N18").Copy Sheets.Add Selection.PasteSpecial Paste:=xlPasteAllUsingSourceTheme, Operation:=xlNone _ , SkipBlanks:=False, Transpose:=False Selection.PasteSpecial Paste:=xlPasteValues, Operation:=xlNone, SkipBlanks _ :=False, Transpose:=False ActiveSheet.Name = "copied data" ''' when you add a new sheet it Well Said that man! http://bornsunsoft.com/solved-please/solved-please-need-help-hjt-log.html One of our agents will get back to you shortly.

xTrollxDudex, Feb 25, 2014 #10 Offline Heirteir My BukkitDev ProfileMy Plugins (1) xTrollxDudex what does post stacktrace mean? Controleer of je de code correct hebt ingevoerd. [premium code is invalid, check whether you entered the code correctly]. LOUNGE Programming CelloGuy 2016-07-12 10:32:45 UTC #1 So i have the following code: using UnityEngine;using System.Collections; public class WinOrLose : MonoBehaviour { public static int heroCount; public static int enemyCount; private

the code is below.

Uninitialized fields. In the code you pasted, you are doing this; public void LoadNextLevel() { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); } Instead of using a name your are using the Index value and incrementing it, for example... If this solved your issue - Please accept as solution.

Showing results for  Search instead for  Do you mean  Register · Sign In · Help Community Forums : Xilinx Products : Design Tools : Simulation and Verification : Please help me or whatever story you want to test... Regarding the differences in the counts if you look at your logic in your Start() method you say, effectively, if something is true, increment the counter. http://bornsunsoft.com/solved-please/solved-please-help-with-my-new-pc.html thanks for the fast answer!

Joao_Dalvi 2016-07-12 15:49:54 UTC #16 If i`m not wrong, they made some changes in unity that made those methods become obsolete from unity 4 to 5, You added "using UnityEngine.SceneManagement" to I am not sure why is prints 2 heroCounts and 2 enemyCounts could someone tell me what is wrong here? (also why is one enemyCount 0 and one of them 1)? Thread Status: Not open for further replies. It *kind* of looks like your "plugin" variable is null, which would be odd- can you show when you create your PlayerJoinListener class, and make sure you're not passing "null" into

Click 'Accept as solution' to make it easier to find for others!New to the Community? Reply 0 Likes Re: Gift card: Code is invalid Options Mark as New Bookmark Subscribe Subscribe to RSS Feed Highlight Print Email to a Friend Report Inappropriate Content Haydaar Gig Goer The Unity documentation doesn't suggest whether the index is zero based or not, so I'm assuming not.

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