Hey, not sure if it's actually causing any problems in my game, but I am getting a bunch of debug log spam that appears to be related to this mod. Figured it was worth sharing here. I did notice some stuttering occurring in my game that wasn't there yesterday, so it's possible it's related to these errors.
Note that there are hundreds of lines repeating what is here, I just cut out a clip of it, so I wasn't overloading this comment section.
I am using this with the Deadair Scripts, so perhaps there's also something going on there (I bring that up as these errors mention AI scripts).
Also, I know that there are some major wars going on in Xenon space right now between them and the Terrans, involving lots of Tokyo Carriers, so I can only imagine that is the source of these errors.
[General] 48328.94 ====================================== [=ERROR=] 48328.94 Error in AI script fight.attack.object.capital on entity 0x3adb4: Property lookup failed: $warprange * Expression: $warprange * Action: <do_if>, line 200 [General] 48328.94 ====================================== [General] 48328.94 ====================================== [=ERROR=] 48328.94 Error in AI script fight.attack.object.capital on entity 0x3adb4: Property lookup failed: $stsg_Usetargets * Expression: $stsg_Usetargets and $stsg_Targets.count * Action: <do_if>, line 236 [General] 48328.94 ====================================== [General] 48328.94 ====================================== [=ERROR=] 48328.94 Error in AI script fight.attack.object.capital on entity 0x3adb4: Property lookup failed: $stsg_Usetargets * Expression: $stsg_Usetargets and $stsg_Targets.count * Action: <do_if>, line 236
They are indeed from this mod. The possible cause is that these carriers already exist before this mod is installed so some new parameters added by the mod are not initialised.
I will try to look into the issue and find a fix, but since I'm busy with work recently no promise on time. I have some time today but that will be spent on fixing some damage and range numbers in my turret mod.
No worries, and no rush. It didnt appear to be having a majot effect on ny game, and I was planning on starting a new run today anyways, so I imagine the issue will be moot in a new save. I just felt I should share this error, just in case you didnt know about it.
Great idea, well done! Though, I do wonder, does this work with Drones as well or just fighters? Drones work a bit differently, so I assume that's a whole other thing.
When player not piloting the carrier: in map screen -> select the host carrier -> right click fighter -> warp retrieve When player piloting the carrier themselves: right click the fighter in map screen or 1st/3rd person view -> warp retrieve
Note there are several requirements for 'warp retrieve' to appear: carrier should equip 'fighter projector' in its active weapon group; fighter must be within fighter projector's range; fighter must be more than 7km away from host carrier ...
All the right click functions require SirNuke's Mod support APIs to work.
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Note that there are hundreds of lines repeating what is here, I just cut out a clip of it, so I wasn't overloading this comment section.
I am using this with the Deadair Scripts, so perhaps there's also something going on there (I bring that up as these errors mention AI scripts).
Also, I know that there are some major wars going on in Xenon space right now between them and the Terrans, involving lots of Tokyo Carriers, so I can only imagine that is the source of these errors.
[General] 48328.94 ======================================
[=ERROR=] 48328.94 Error in AI script fight.attack.object.capital on entity 0x3adb4: Property lookup failed: $warprange
* Expression: $warprange
* Action: <do_if>, line 200
[General] 48328.94 ======================================
[General] 48328.94 ======================================
[=ERROR=] 48328.94 Error in AI script fight.attack.object.capital on entity 0x3adb4: Property lookup failed: $stsg_Usetargets
* Expression: $stsg_Usetargets and $stsg_Targets.count
* Action: <do_if>, line 236
[General] 48328.94 ======================================
[General] 48328.94 ======================================
[=ERROR=] 48328.94 Error in AI script fight.attack.object.capital on entity 0x3adb4: Property lookup failed: $stsg_Usetargets
* Expression: $stsg_Usetargets and $stsg_Targets.count
* Action: <do_if>, line 236
I will try to look into the issue and find a fix, but since I'm busy with work recently no promise on time. I have some time today but that will be spent on fixing some damage and range numbers in my turret mod.
When player piloting the carrier themselves: right click the fighter in map screen or 1st/3rd person view -> warp retrieve
Note there are several requirements for 'warp retrieve' to appear: carrier should equip 'fighter projector' in its active weapon group; fighter must be within fighter projector's range; fighter must be more than 7km away from host carrier ...
All the right click functions require SirNuke's Mod support APIs to work.