Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | Cobra! | |
Old Version | Published before Godot 3 was released. |
Okay, so I’ve tried to give my game a pause menu, and the game pauses, however, I keep getting this error n the debug when paused:
RayCast::_notification: Condition ' !dss ' is true. Breaking..:
and I’ve tried to disable both instances of a raycast being used in my code, but the error is still persisting…
Here’s the relevant parts of the code:
# Spaceship.gd
# This is simply to check of a raycast that is meant to be aiming in front collides with another spaceship.
func collidinWithATarget():
return (get_node(aimNode).is_colliding() and get_node(aimNode).get_collider().get_name() != get_name())
func playerLogic(delta):
#Check if the movement and/or shooting keys are being pressed.
muivin = (btn_muive.check() == 2)
shuitin = (btn_shuit.check() == 1)
#If they are and the ship is mobile, then set the velocity according to the input by the user.
if active:
if muivin:
if btn_up.check() == 2:
if velocity.z > -speed:
if velocity.z > 0:
velocity.z = 0
velocity.x = 0
else:
velocity.z -= acceleration * delta
elif btn_doun.check() == 2:
if velocity.z < speed:
if velocity.z < 0:
velocity.z = 0
velocity.x = 0
else:
velocity.z += acceleration * delta
if btn_left.check() == 2:
if velocity.x > -speed:
if velocity.x > 0:
velocity.x = 0
velocity.z = 0
else:
velocity.x -= acceleration * delta
elif btn_richt.check() == 2:
if velocity.x < speed:
if velocity.x < 0:
velocity.x = 0
velocity.z = 0
else:
velocity.x += acceleration * delta
__________
Lightning.gd
func _fixed_process(delta):
#Despite the name, this code is for raycasts detecting if another spaceship touches lighting strikes or fires from special types of spaceships.
if activated:
if get_node(rayCast).is_colliding():
collision(get_node(rayCast).get_collider())
What am I doing wrong or what is going on?