#(aken1012) Help

22 messages · Page 1 of 1 (latest)

mortal ginkgoBOT
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(aken1012) Help

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Hi I'm AutoThreadBot! Don't mind me, I'll just be adding the helper team to this thread so they can see it. A human will get to you soon.

amber crypt
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crackshot:
    type: world
    debug: false
    events:
        on crackshot player starts reloading weapon:
            - if <crackshot.weapon[akm]> true:
                - playsound <player> sound:ammo_pickup custom
outer tundra
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  1. if a script isnt working, certainly dont put debug: false. debugging is an important step into figuring out why things dont work
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  1. the true there in the if line is completely not needed
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  1. if its still not working
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!debug

tame sleetBOT
# outer tundra !debug
Info: debug

If you need help with a script issue, one of the most powerful tools Denizen has to offer is full debug output. This is displaying in your console whenever scripts are running until you turn debug off. To share a debug log quickly and easily with helpers, simply run the command /denizen debug -r in-game to begin recording, then run through the part of the script you need help with, then run the command /denizen submit. This will give you a link to a paste of the debug log, which you can then copy/paste back to us!

amber crypt
# outer tundra 1. if a script isnt working, certainly dont put `debug: false`. debugging is an ...

Filled tag <crackshot.weapon[AKM]> with 'i@stone_hoe[display = ╨Р╨Ъ╨Ь тЦл ┬л0┬╗; lore = li@╨Ъ╨░╨╗╨╕╨▒╤А: 7 62 ╨╝╨╝|╨Э╨░╤А╨╡╨╖╨╜╨╛╨╣ ╤Б╤В╨▓╨╛╨╗|╨Ь╨░╤Б╤Б╨░: 3,8 ╨║╨│|]'.
[[17:55:09] [Server thread/INFO]: ERROR in script 'crack shot' in queue 'CRACKSHOT_347_Tune Recruiting' while executing command 'IF' in file '\scripts\CrackShotCustomSounds.dsc' on line '6' with player 'Aken'!
[17:55:09] [Server thread/INFO]: Error Message: Invalid if comparison boolean 'i@stone_hoe[display=╨Р╨Ъ╨Ь тЦл ┬л0┬╗;lore=li@╨Ъ╨░╨╗╨╕╨▒╤А: 7 62 ╨╝╨╝|╨Э╨░╤А╨╡╨╖╨╜╨╛╨╣ ╤Б╤В╨▓╨╛╨╗|╨Ь╨░╤Б╤Б╨░: 3,8 ╨║╨│|]' - defaulting to false.

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I have returned everything back and I have no errors in the console, I have enabled the debug

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crackshot:
    type: world
    debug: true
    events:
        on crackshot player starts reloading weapon:
            - if <crackshot.weapon[AKM]> true:
                - playsound <player.location> sound:entity_armor_stand_break volume:1
            - else:
                - playsound <player.location> sound:entity_villager_no
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I entered everything correctly, gave myself an AKM. But for some reason he does not see that it is a Kalashnikov assault rifle.

plush spruce
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... yeah, so, your debug will have content like that

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follow the instructions above and we'll look at that, not your copypasta

amber crypt
outer tundra
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@errant vale cracked @amber crypt

errant valeBOT
timid parrotBOT
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Marked Invalid

Thread closed as invalid.

timid parrotBOT
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Thread Reopened

Thread was manually reopened by @rancid thistle.