AggrorJorn Posted June 29, 2013 Share Posted June 29, 2013 I got the following lua error: Script classname guimanager not found. I had no idea what it meant. So I started reimporting my script, restarting editor, making new scripts and finally started removing parts of my script until I came across a simple mistake. //3 values entered instead of 2 Script.pos = Vec2(300,50,0) --Vec2 The error message send me looking for a problem in a completely wrong direction. Link to comment Share on other sites More sharing options...
Josh Posted June 29, 2013 Share Posted June 29, 2013 Ah, so I think what happened is the script failed to load. Strange that it didn't stop on that line. Were you running in debug mode? My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Rick Posted June 29, 2013 Share Posted June 29, 2013 Yeah Lua has a way of doing that Link to comment Share on other sites More sharing options...
AggrorJorn Posted June 29, 2013 Author Share Posted June 29, 2013 No I am running in release. Link to comment Share on other sites More sharing options...
Josh Posted June 29, 2013 Share Posted June 29, 2013 Is this a scripted program run from the editor? My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Admin Posted July 15, 2013 Share Posted July 15, 2013 ? Link to comment Share on other sites More sharing options...
AggrorJorn Posted July 15, 2013 Author Share Posted July 15, 2013 yes it is. Link to comment Share on other sites More sharing options...
Admin Posted August 30, 2013 Share Posted August 30, 2013 Is the behavior any different when running in debug mode? I think it should stop on the error in the script editor. Link to comment Share on other sites More sharing options...
AggrorJorn Posted September 2, 2013 Author Share Posted September 2, 2013 This happened when both running an debugging. It has been a while since I came across thisile to be honest. Link to comment Share on other sites More sharing options...
Admin Posted September 4, 2013 Share Posted September 4, 2013 The script editor is supposed to catch and display these errors... Link to comment Share on other sites More sharing options...
Admin Posted September 4, 2013 Share Posted September 4, 2013 Fixed now, just update App.cpp with the new one I uploaded (in DA project and in templates/Lua folder). Basically, the Invoke() function needed the error handler function index to be passed to it, so that Lua can stop execution in the middle of a script and send the call stack to the editor. This will only work in debug mode, of course. Link to comment Share on other sites More sharing options...
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