1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Tracking down Accessed None errors

Discussion in 'Programming' started by Aahz, Sep 5, 2001.

  1. Aahz

    Aahz New Member

    Joined:
    Aug 17, 2001
    Messages:
    8
    Likes Received:
    0
    A section of code I'm writing is generating Accessed None errors in some of the default game code that I haven't touched, for example:

    Assault0 (Function Botpack.Assault.FindSpecialAttractionFor:0081) Accessed None

    I can find the code for FindSpecialAttractionFor in the Assault game, but where do I go from there? How does one track down the cause of these errors? What does the 0081 mean?

    Thanks for any pointers...
     
  2. 2COOL4-U

    2COOL4-U New Member

    Joined:
    Mar 17, 2001
    Messages:
    505
    Likes Received:
    0
    log log log :) I am currently fixing Accessed nones in my code too.

    Code:
    	log("!!!!DEBUG!!!! GameCombo: "$GameCombo);
    
    	MapCombo.SetSize(CenterWidth, 1);
    	MapCombo.WinLeft = CenterPos;
    	MapCombo.EditBoxWidth = 150;
    	log("!!!!DEBUG!!!! MapCombo: "$MapCombo);
    
    	MapListButton.AutoWidth(C);
    	log("!!!!DEBUG!!!! MapListButton: "$MapListButton);
    	log("!!!!DEBUG!!!! MapListButton.WinWidth: "$MapListButton.WinWidth);
    //	MutatorButton.AutoWidth(C);
    
    	MapListButton.WinWidth = Max(MapListButton.WinWidth, MutatorButton.WinWidth);
    //	MutatorButton.WinWidth = MapListButton.WinWidth;
    
    	MapListButton.WinLeft = (WinWidth - MapListButton.WinWidth)/2;
    //	MutatorButton.WinLeft = (WinWidth - MapListButton.WinWidth)/2;
    	log("!!!!DEBUG!!!! MapListButton: "$MapListButton);
    	log("!!!!DEBUG!!!! MapListButton.WinWidth: "$MapListButton.WinWidth);
    	log("!!!!DEBUG!!!! MapListButton.WinLeft: "$MapListButton.WinLeft);
    
    this is how I get rid of accessed nones :)
     
  3. Aahz

    Aahz New Member

    Joined:
    Aug 17, 2001
    Messages:
    8
    Likes Received:
    0
    Thanks! I've been using a combination of Log and BroadcastMessage to work out the bugs in my code, but I guess I'll have to start adding them to the base UT code in order to find the problems I'm indirectly causing there. :)
     

Share This Page