apelikejay Posted September 22, 2014 Share Posted September 22, 2014 I am working on a Mod compilation with my own additions... I am currently using the following mods from other coders: DryTowels,WaterPipes,SprayPaint,reloading And both maps: Dreadwood and Bedford... One of these is causing issues with "dismantle" and "destroy" functions for both the Axe and Sledgehammer... after doing either of these functions on ingame structures, whether created by myself or by the game code, you cannot unequip the Axe or Sledgehammer or equip anything else to replace them... the entire game must be shut down and reloaded to unequip... Does anyone know what could be causing this from those mods? I examined fairly thouroughly and it doesn't appear to be the DryTowels or Reloading mods... Thanks again... Link to comment Share on other sites More sharing options...
RoboMat Posted September 22, 2014 Share Posted September 22, 2014 Can't say much without a crashlog but I suppose that some of the code the mod overrides has been updated in the meantime, which means that you override it with outdated code. Just a guess though. Link to comment Share on other sites More sharing options...
apelikejay Posted September 22, 2014 Author Share Posted September 22, 2014 Thank you, RoboMat, for the quick reply... I just fired up the server and performed a destroy on a box that had been in my way... the following is what the console.txt file spit out when I did it... ALARMS: 143/1959 buildings have alarmsgame loading took 23 secondsSTATE: exit zombie.gameStates.GameLoadingState1 players foundplayer 0 is mousePLAYER DATA OFFSET 0465.50465.5328.6666666666667table 0x118605412closure 0x536335068Player 0loot inv createdtable 0x1848199707closure 0x536335068loot all visiblecontext menu createdcontext menu initialisedcontext menu added00STATE: enter zombie.gameStates.IngameStateDisconnected/Distant player Bob in CurrentCell.getObjectList() removedPlayer Connect received for player ape id 0 (me)no pipe on right clickno barrel on right click-----------------------------------------STACK TRACE-----------------------------------------function: perform -- file: ISDestroyStuffAction.lua line # 83Object tried to call nil in perform-----------------------------------------STACK TRACE-----------------------------------------function: perform -- file: ISDestroyStuffAction.lua line # 83 I am not sure if this is the crashlog you speak of... if not can you give me a location to find the actual crashlog? This is everything that was created by the log from the moment I logged in to a minute later when I destroyed the box and couldn't unequip... Thanks again... Link to comment Share on other sites More sharing options...
RoboMat Posted September 22, 2014 Share Posted September 22, 2014 Yes ... stack trace was the word I was looking for It shows you where it fails:function: perform -- file: ISDestroyStuffAction.lua line # 83 This means, in the file "ISDestroyStuffAction.lua" in the function "perform()" on line #83 Project Zomboid encountered an issue. Object tried to call nil in performThis means that the thing you are trying to call on line 83 hasn't been created yet, or is no longer there (Lua uses nil to tell you that there isn't a useful value). Obviously I can't really help you with it, but I suggest that you find out which object throws the nil-error and then try to find out why the value is nil when it actually shouldn't be. Link to comment Share on other sites More sharing options...
apelikejay Posted September 22, 2014 Author Share Posted September 22, 2014 Thanks to you I think I've narrowed it down... line 83 in the IsDestroyStuffAction.lua: RainCollectorBarrel.OnDestroyIsoThumpable(self.item, nil) ...directly calls from the mod file "RainCollectorBarrel.lua" which appears to be part of the waterpipe's mod... the function it calls is as follows: -- properly remove the barrel from the worldfunction RainCollectorBarrel.removeBarrel(thump) if thump and thump:getName() == "Rain Collector Barrel" then local sq = thump:getSquare(); if sq then local pos = nil; for i=1, #RainCollectorBarrel.barrels do if RainCollectorBarrel.barrels.x == sq:getX() and RainCollectorBarrel.barrels.y == sq:getY() and RainCollectorBarrel.barrels.z == sq:getZ() then table.remove(RainCollectorBarrel.barrels, i) break end end for i=1, #RainCollectorBarrel.modData.rcbarrel.barrels do if RainCollectorBarrel.modData.rcbarrel.barrels.x == sq:getX() and RainCollectorBarrel.modData.rcbarrel.barrels.y == sq:getY() and RainCollectorBarrel.modData.rcbarrel.barrels.z == sq:getZ() then table.remove(RainCollectorBarrel.modData.rcbarrel.barrels, i) break end end end endendEvents.OnDestroyIsoThumpable.Add(RainCollectorBarrel.removeBarrel); I know just enough reverse engineering code to cause problems but not enough to easily figure this out... if this helps, thanks... if not I'll keep staring at it until it makes sense... my reverse engineering method... thanks again. Link to comment Share on other sites More sharing options...
apelikejay Posted September 22, 2014 Author Share Posted September 22, 2014 Apparently it's deeper than the mod issue... the code from "RainCollectionBarrel" quoted above does not appear to be changed at all from the orignal default code for that file. It must originate from a different file in the mod, something that helps define the parameters of the mod's overwrite of the original code... still looking... deeper... Link to comment Share on other sites More sharing options...
RoboMat Posted September 22, 2014 Share Posted September 22, 2014 I'm afraid I can't help you there. For the future, it makes it easier for people to read your code if you use code tags:[code]code here[/code] Link to comment Share on other sites More sharing options...
apelikejay Posted September 22, 2014 Author Share Posted September 22, 2014 Todays I-Will-Back-Up branch has this...Fixed rain barrel and trap data not being updated on the server when IsoThumpables were destroyed on a client....which is what was causing the problem... it wasn't even a mod... this is solved. And timely I might add... Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now