Maris Posted June 4, 2015 Share Posted June 4, 2015 [12:02:44]: Stale Component Reference: GUID 459088, scripts/entityscript.lua:955[12:02:45]: Stale Component Reference: GUID 355488, scripts/entityscript.lua:955[12:02:45]: Stale Component Reference: GUID 465949, scripts/entityscript.lua:955[12:02:46]: Stale Component Reference: GUID 466693, scripts/entityscript.lua:955How to fix that? How to find the problem? Link to comment Share on other sites More sharing options...
DarkXero Posted June 4, 2015 Share Posted June 4, 2015 Maybe if you doprint(Ents[guid].prefab)-- Like print(Ents[459088].prefab)you can find what entities cause this? Or does this happen within a crash? Link to comment Share on other sites More sharing options...
Maris Posted June 4, 2015 Author Share Posted June 4, 2015 wathgrithrwx78wilsonendia No crash. But I'm not sure what is the problem. P.S. Ents[guid] is nil for all these prefabs. Link to comment Share on other sites More sharing options...
DarkXero Posted June 5, 2015 Share Posted June 5, 2015 @Maris, do you have any AddClassPostConstruct in the mods running?Any custom HUD elements? Badges? Maybe if a component/replica is directly linked (not using values via using functions to the component/replica) to a badge/HUD element, when a player disconnects, the link isn't severed properly. So a reference persists server side and it gets stale. e.glocal Badge = Class(Widget, function(self, anim, owner) Widget._ctor(self, "Badge") self.owner = owner self.healthrep = owner.replica.health -- like this self.healthcom = owner.components.health -- or thisendor something of the like via AddClassPostConstruct? Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.
Please be aware that the content of this thread may be outdated and no longer applicable.