Screen going perm-black when transitioning from 'Resume Game' to Gameplay [BUG]

45 years of coding experience helps.

Programming is more than following something somebody else wrote out. At heard, programming is providing a solution to a problem by breaking that problem down to it’s basic components.

In this case, it’s just going over what we know we need in psuedo code:

  1. If we have an aggrogroup, then we need to add the character to the aggrogroup
  2. If we have an aggrogroup and a DialogueAggro, then we need to add the character to the aggrogroup and add the aggrogroup to the DialogueAggro…

Then it’s just following the logic that since one of these conditions exists in both statements, then we can simplify the second statement

  1. If we have an aggrogroup, then we need to add the character to the aggrogroup
    a) If we have a DialogueAggro, then we need to add the aggrogroup to the DialogueAggro…

Damn, 45 years is A LOT… Kudos to you for making it this far Brian!

I’m still playing around with programming languages. I tried Python, C, MATLAB (Uni days) and now Unity and C#… As long as there’s no pointers and memory allocation (these topics are insanely hard for me personally), I’m down to trying stuff out

now that I actually look and think of it, I can’t help but wonder how didn’t I see this before… although I still don’t understand how throwing in ‘addFighterToGroup(…)’ to the if statement got the black screen thing to work

Because if there was a respawnable without an aggroGroup, then you would get a null reference error. Perhaps a respawnable enemy on the other side fo the scene, unrelated to this group at all.

fair enough, thanks again Brian :slight_smile:

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