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Error associated with command? (Community)
Error associated with command? // CommunityshalimarMar 15, 2006, 3:35pm
Can anyone tell me why when using this command: create name a,animate
me . 1 1 0,astart;adone texture clr_marb name=a,astart a I receive this error? Warning: unable to download www.domain.com/op/textures/.jpg (file not found) I see this error often in other worlds. Is the name/pole comman obsolete now ? andrasMar 15, 2006, 3:42pm
[View Quote]
> Can anyone tell me why when using this command: create name a,animate
> me . 1 1 0,astart;adone texture clr_marb name=a,astart a I receive > this error? > > Warning: unable to download www.domain.com/op/textures/.jpg (file not found) > I see this error often in other worlds. Is the name/pole comman obsolete > now ? > Very old error message. animate me . 1 1 0 means you want the .jpg file to be displayed which of course doesn't exist. Just ignore the error message :) -- Andras "It's MY computer" (tm Steve Gibson) eepMar 15, 2006, 3:52pm
....which was done to REMOVE a texture from an object before the "color" command existed...
Come on, Andras, be more thorough in your explanation next time. Losing your touch? :P [View Quote] staceeMar 15, 2006, 3:55pm
One thing I noticed is that in the animate part of the command, you do not
specify the name of a texture, although there is a period there (animate me .. 1 1 0). This command will automatically look for a texture, which is why when one is not named, you will get the error you did. It's looking for a texture with no name. I'm guessing you are using the animate as a timer command. ~Stacee [View Quote] tart sugarMar 15, 2006, 4:24pm
Same with these 2 warnings I get EVERY time I log into AW?
Immigration Officer: Welcome to Alphaworld, the oldest and largest virtual world in the Cyberverse. Warning: unable to download objects.activeworlds.com/aw/textures/.jpg (file not found) Warning: unable to download objects.activeworlds.com/aw/textures/x1.jpg (file not found) [View Quote] sweetsMar 15, 2006, 6:10pm
actually, Stacee, your explanation was the only one close enough to make
sense...,.Andras saying 'ignore the error' is just plain ridiculous create name a,animate me clr_marb. 1 1 900,astart;adone texture clr_marb name=a,astart a this command needs some sort of animate texture to make it all work and it does not really matter what that texture is as long as it is in the path. create animate me was the old way of doing the simple create texture we use now, but seems to still be needed in the astart commands Andras - NEVER IGNORE AN ERROR MESSAGE!!! shame on you sweets syntaxMar 15, 2006, 7:44pm
You need it because it controls the time in which it takes to activate that
certain code. 1 1 900 means the control will run .9 seconds after you activate it. 1 1 0 instantly activates. The animate me . 1 1 0 uses a . instead of say, wood4. texture because you usually dont require to texture the object you have your code on. Using a . for the texture doesnt break the code and doesnt apply a texture (because it doesnt exist). It also saves cell space and character space inside the action box. In this case, it is actually better to just ignore it. If you are building in a public building world such as AW, there's no need to have object errors on. :P -- Syntax | www.swcity.net [View Quote] sylseaMar 15, 2006, 9:13pm
Hi Shalimar
A long time back, as a bday builder, someone showed me how to avoid creating that error when using the animate command. They encouraged all the builders to use this, and we found it worked. I've also applied it successfully in other worlds. Try this: put a "1" in front of that period, e.g. create animate me 1. 1 1 0,astart;adone texture rock7 mask=rock7 name=b2,astart Hope that helps! Sylsea/Belle. Thavas [View Quote] shalimarMar 15, 2006, 11:14pm
Thank you everyone!! I think I've actually learned something here :) I'm
now error free. [View Quote] eepMar 15, 2006, 11:39pm
Er, that just looks for 1.jpg then--and if it ain't on the object server, it's still gonna give an error (AND it'll texture the
object with that image). A better solution is to simply use a blank (completely transparent) texture but I think that'll just makes the object invisible (but it's been a while since I've played with the "animate" command). [View Quote] sylseaMar 15, 2006, 11:55pm
Eep, very true, and I did gram Shalimar about that and alternatives for ops
that don't have a jpg called 1 :-) The point is to put some texture name before that period, but the shorter the name the better, obviously, due to the length of some commands being created in the action box. Shalimar, glad you're fixed. [View Quote] captain mad mikeMar 16, 2006, 1:42am
No, its not needed, and the error can be ignored. We use it all over the
city for timer poles since they don't need any textures. And I hope people dont use codes like that to texture buildings X_X -CMM [View Quote] just inMar 17, 2006, 10:24am
An Alpha World the deck of card textures are the smallest names so I use
them... "ac." is the first. If its an underground trigger I like to use "psy" or "psy1." so I can find it easily. "fw", "fw1." are black with no mask and "awd8." with a mask is invisible. Note that if you do not put the dot after the texture name then it will add a "1" to the texture name. Hence "psy" and "psy1." are equivilant. ~ Justin [View Quote] lady nighthawkMar 18, 2006, 4:29am
I just fixed the error by adding 0.jpg to my op texture folder (from aw) and
then do this ... create name a,animate me 0. 1 1 0,astart;adone texture clr_marb name=a,astart a Note right after animate me ... instead of a period it now shows 0. (jpg) .... that will fix your error in the least amount of characters possible :o} LNH [View Quote] lady nighthawkMar 18, 2006, 4:32am
Oooops sorry, I see Sylsea said almost the same thing LOL, glad yer fixed
Shali ... hugzzz LNH [View Quote] strike rapierMar 21, 2006, 12:05am
Or better yet, just upload a file called .jpg
-- - Mark Randall http://www.temporal-solutions.co.uk "We're Systems and Networks..." "It's our job to know..." [View Quote] tart sugarMar 23, 2006, 9:48pm
Dr. Suess' take on it...
If a packet hits a pocket on a socket on a port, and the bus is interrupted at a very last resort, and the access of the memory makes your floppy disk abort, then the socket packet pocket has an error to report. If your curser finds a menu item followed by a dash, and the double-clicking icon puts your window in the trash, and your data is corrupted cause the index doesn't hash, then your situation's hopeless and your system's gonna crash!! If the label on the cable on the table at your house, says the network is connected to the button on your mouse, but your packets want to tunnel to another protocol, that's repeatedly rejected by the printer down the hall. And your screen is all distorted by the side effects of gauss, so your icons in the window are as wavey as a souse, then you may as well reboot and go out with a bang, 'cuz sure as I'm a poet the sucker's gonna hang!! When the copy of your floppy's getting sloppy in the disk, and the macro code instructions cause unneccessary risk, then you'll have to flash the memory and you'll want to RAM your ROM, quickly turn off the computer and sure to tell your MOM!!! [View Quote] |