ID:270648
 
is there a way to not show runtime errors?
Why would you do that?

If you don't fix them, they will end up breaking your game. It's like asking the compiler to compile your game, even if there are errors in your code.
By default, all runtime errors are sent to world.log. You can set this variable to a file reference (using file() to redirect your runtime errors to that file. The host will not see them, but they will still be in the file.
The variable can't be changed at compile-time. I'll provide you with an example how to do it:

world/New()
log=file("debug.log") //redirect the runtime errors and anything sent to world.log to "debug.log"
.=..() //do other user-provided things


Any hosts who experience errors can then forward the debug.log file to you.
In response to Smoko
the runtime error that I wanna not show doesnt affect the game in anyway, it just says that it cant execute a proc that affects health (if you kill a dead guy 1 second after he dies) and comes up alot and takes up space because you kill using macros, so if I made it not show up (like turn debug off) I wouldnt have this problem
In response to Carved in Shadows
Then you should fix that be putting in a check to see if the object is already dead, and if so abort.

If there are runtime errors, then there are problems. A game that is finished and polished up nicely should never give any runtime errors, except of course if there is some rare bug that the developer didn't even realise existed.

Even if the error doesn't appear to affect anything, it's still best to fix it.
In response to Carved in Shadows
just add
if(!M)
return
or whatever you have the enemy defined as before you do your attacking stuff and then it will only attack if there is something there