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 Audio Module Rewrite mcisendstring
#20
(04-18-2020, 06:11 PM)DerVVulfman Wrote: Did you check 'script order' ?

The Audio Module Rewrite mcisendstring performs a rewrite and overhaul of the audio system.  So it would take precedent over the original audio system.

As such, it would be best to have Audio Module Rewrite mcisendstring high up in your list of custom scripts while other scripts which would access or play any audio would be best placed further below.

Other than that, it would be requested to supply the actual error message generated as well as the actual line (if any configuration changes affects the line numbering).

(Currently typing at work... away from my PC with em')

I have tried rearranging the script order by having the Audio Module scripts on the top followed by the scripts for the Vehicle System and the result has not changed unfortunately. I am using the both scripts system from the demo project completely untouched.

As for the error messages, there are three I have managed to produce.

This message is given when entering a Vehicle.
Code:
Script '* Vehicles' line 1291: NoMethodError occurred.

undefined method `name' for {1=> nil, 2=> nil, 3=> nil}:Hash

and the line number of the script:
Code:
   n = value_name.name

The second message is given when loading a save file on a map with a BGM playing.

Code:
Script '* Audio Class Rewrite' line 1063: NoMethodError occurred.

undefined method  `name' for #<Hash:0x3f07048>

and the line number of the script:
Code:
       passed = true unless Audio.bgm_check(channel) == "Audio/BGM/" + bgm.name

The third message is given when loading a save file on a map without a BGM playing.

Code:
Script '* Audio Class Rewrite' line 1063: NoMethodError occurred.

undefined method `name' for {1=> nil, 2=> nil, 3=> nil}:Hash

The line of the script should be the same as the one above.
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Messages In This Thread
RE: Audio Module Rewrite mcisendstring - by Geminil - 04-18-2020, 09:32 PM

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