DG_Script Crash Issue

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1 year 6 days ago #8430 by Sapphire
DG_Script Crash Issue was created by Sapphire
I am using an older copy of the CircleMud base, and was curious if the issue I am about to describe has been solved in the latest TBA, or if someone is able to point me to where in the code I might address a specific crash related issue I have discovered.

Issue: When running a script with a wait period, if the %actor% being targeted by the script is not present, but is at the main menu of the game, it crashes the mud.

To be more clear about this in examples: Here is a short trigger snippet.
Name: 'TRAP: Shield of Honor',  VNum: [17092], RNum: [  897]
Trigger Intended Assignment: Objects
Trigger Type: Get , Numeric Arg: 100, Arg list: None
Commands:
return 0
 %send% %actor% THIEF!  You cannot steal the Shield of Honor!
 %echoaround% %actor% Oops! %actor.name% just tried to grab the Shield of Honor...
 wait 1s
 %send% %actor% A blinding flash of silvery light engulfs you and suddenly you are sucked into a portal.
 %echoaround% %actor% A blinding flash of silvery light engulfs %actor.name% and %actor.heshe% is sucked into a magical portal.
 %teleport% %actor% 17098
 wait 1 s
 %force% %actor% look
 %at% 17098 %echoaround% %actor% In a flash of light, %actor.name% is thrown violently from a portal & lies here with a dazed look on %actor.hisher% face.
 wait 1s
 %at% 17095 %echo% As quickly as it formed, the portal disappears back within the Shield of Honor.
halt
end

So, in this trigger for example, If by chance the player dies in that wait 1 s period, when the game goes to teleport that %actor%, it crashes. I've attempted identifiers such as if %actor%, and !%actor%, which solved it partially, but not totally. In instances where the arguments are placed, if a character is in game it works fine. If a character dies and disconnects immediately, the trigger ceases and does not crash. If a character dies and is at the main screen of the mud, it crashes. This got me thinking it has something to do with creating a way for the code to detect if a chars descriptor state is CON_PLAYING or not.

Has anyone looked at this, heard of this, have any ideas, etc? It's driving me nuts because I have a lot of triggers I want to use a wait period on to act upon a player, but I don't want to have an unstable mud.

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1 year 6 days ago #8431 by thomas
Replied by thomas on topic DG_Script Crash Issue
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1 year 6 days ago #8432 by Sapphire
Replied by Sapphire on topic DG_Script Crash Issue
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1 year 5 days ago #8433 by thomas
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1 year 5 days ago #8434 by thomas
Replied by thomas on topic DG_Script Crash Issue
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The following user(s) said Thank You: Sapphire

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7 months 2 weeks ago #8544 by Sapphire
Replied by Sapphire on topic DG_Script Crash Issue
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