runtime error: BYOND BUG: bad mob
proc name: Read (/mob/Read)
usr: null
src:
call stack:
Read(Slot1/Peter.sav (/savefile))
SaveSlot1Load()
(/obj/ButtonLoad): Click(Tittle Screens (11,5,1) (/turf/tittlescreens/NewTittleScreen), "Main Window.map", "icon-x=18;icon-y=25;left=1;scr...")
Errors
runtime error: Cannot read 0.viewm1
proc name: UpdateView (/mob/proc/UpdateView)
usr: 0
src: Peter(/mob)
call stack:
Peter(/mob): UpdateView("two", 0)
Peter(/mob): AttackCheck2()
runtime error: Cannot modify null.showoverlay.
proc name: AttackCheck2 (/mob/proc/AttackCheck2)
usr: Peter(/mob)
src: Peter(/mob)
call stack:
Peter(/mob): AttackCheck2()
Problem description:
I got a few runetime errors whilst i was testing my game, now when i tried to load it gave me the error bad mob and disconnected me from the game. Does this mean that everytime i get runetime errors it will mess up the save file when i logout ? how do i get over this.. im sure there is an explanation apart from a few codes messing up. The codes variables are tmp so they should not save. Anyone got an explanation ??
Also, in your DM preferences, you can set it to show the erroring line in a runtime error. Enable it.