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"ghost" space objects and not raising errors

Posted: Mon Aug 10, 2009 5:14 am
by Betelgeuse
When you delete a space object with objDestroy you can still access some things about it without it raising errors. This is very dangerous as this could cause crashes if we don't know if we are working with a valid space object.

Re: "ghost" space objects and not raising errors

Posted: Mon Aug 10, 2009 5:43 pm
by Aury
Betelgeuse wrote:When you delete a space object with objDestroy you can still access some things about it without it raising errors. This is very dangerous as this could cause crashes if we don't know if we are working with a valid space object.
:shock:
uh ok... that can be rather dangerous (especially since that's the method by which I remove my turrets when you repack them)

Posted: Wed Aug 12, 2009 2:18 am
by Betelgeuse
also found adding timers to destroyed objects causes hard crashes