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icon_project.png UFO: Alien Invasion / Closed Bug report #1932 MN_NodeSetProperty_f: Node 'bt_actor0' not found
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This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Bug report
  • Category
    User interface
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    Closed
  • Priority
    3. Normal
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Description
[http://sourceforge.net/p/ufoai/bugs/1932 Item 1932] imported from sourceforge.net tracker on 2013-01-28 19:14:56

revision 20851
start a new game, build first base - messages are printed in console for actors 0-7 :
MN_NodeSetProperty_f: Node 'bt_actor0' not found
===== Comments Ported from Sourceforge =====

====== nobody (2008-12-16 14:39:47) ======

Some problems create that:

1) first of all, we call a menu_team function when we enter in the base. There are maybe something to do here. I dont check if its normal or not.

2) with node inheritance, we have node behaviour "typed" with properties. Access to a node with the syntaxe "boo<1>" dont allow to know the node type at the loding time, but only at the execution time (when we know the full name).
*bt_actor<1> current 0 // this can&#039;t work, "bt_actor<1>" in unknown

3) a side problem, mn_setnodeproperty only allow to update a node into the first menu (top menu of the stack), but only check data at the execution time.
cmd "mn_setnodeproperty bt_actor<1> current 0" // this can&#039;t work bt_actor0 is not on the current menu


I improve the "common" node property setter to allow to cast nodes. Like that we can continue to precompute properties and value at the loading time. And it fixe on the same time the access to the node (node into menu of the confunc we call)
*(checkbox)bt_actor<1> current 0

Patched like that on the r20854
====== richlv (2008-12-16 16:26:13) ======

confirming the fix in revision 20856
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