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Well, what certain mobs are those? And what attacks?

 

Well, I asked, and apparently it's Deerclops and Warg (only, mind you) and their basic attacks.  Not really sure why them, but it appears to be an issue.

 

Edited by Mario384

@Mario384, can you get a log of those errors? I can't replicate them.

 

I just talked with my informee, aparently it happens only when you attempt to attack a moleworm that's underground.  I can replicate this.  Along with this, unlike my informee saying it only occurs with the two mobs specified above, it seems to happen with ANY character.  Going to test it with the vanilla characters, see if it's not on the mod's end.  And I will be getting a log of it soon.

 

 

EDIT:  Well, while vanilla characters don't crash it, they appear to be able to hit Moleworms underground.  I don't believe that's right.

 

 

EDIT 2:  The crash specifically occurs when you attempt to attack the raised dirt BEHIND the Moleworm.

Then you get a crash about it having no description.

Edited by Mario384

@Mario384, yes, that's a bug.

 

If you get the function that gets called during the crash, we can append code so that if the target is a mole, nothing happens.

 

The crash is caused by attacking, or just hovering over the dirt?

Edited by DarkXero

@Mario384, yes, that's a bug.

 

If you get the function that gets called during the crash, we can append code so that if the target is a mole, nothing happens.

 

The crash is caused by attacking, or just hovering over the dirt?

 

It's caused by attempting to Examine Raised Dirt.  Not the Moleworm's actual location, but the raised dirt it's trail is made of.  It's stringutil attempt to index local "ret" (a nil value)

 

EDIT:  Also, while testing a new method of making Examine not an option (AKA basically Werebeaver controls) that would also fix it.

 

Also, I know this might be unrelated, but so I don't have to make another topic, is it possible to hook up a custom button to trigger an action, no matter where the character is?

Edited by Mario384

@Mario384, or you can just remove all the speeches, so that the players get the Wilson speech, that has

		MOLE =		{			HELD = "Nowhere left to dig, my friend.",			UNDERGROUND = "Something's under there, searching for minerals.",			ABOVEGROUND = "I'd sure like to whack that mole... thing.",		},

whereas all your speeches don't.

 

And they don't have anything different, really. Remove the speeches. They only need to say "It's a thing".

@Mario384, or you can just remove all the speeches, so that the players get the Wilson speech, that has

		MOLE =		{			HELD = "Nowhere left to dig, my friend.",			UNDERGROUND = "Something's under there, searching for minerals.",			ABOVEGROUND = "I'd sure like to whack that mole... thing.",		},

whereas all your speeches don't.

 

And they don't have anything different, really. Remove the speeches. They only need to say "It's a thing".

 

This appears to work.  Thanks!  Now, I still want to ask you, if I wanted to make an actionhandler go off when I press a button (something like Z), how would I go about doing that?  Currently, I have everything rigged so when you attempt to "pick" something, your certain ability goes off.  But, if I wanted to to be able to trigger it anywhere, anytime with the press of a button, is that possible?

@Kzisor, I was just looking for this to point him out there. :-)

 

Anyways, I got a compact example here:

AddModRPCHandler(modname, "TriggerZ", function(player)	player.sg:GoToState("refuseeat")end)AddPlayerPostInit(function(inst)	GLOBAL.TheInput:AddKeyHandler(function(key, down)		if down and (key == GLOBAL.KEY_Z) then			SendModRPCToServer(MOD_RPC[modname]["TriggerZ"])		end	end)end)

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