Vigilantes > Resolved Bugs
[Resolved]Graveyard escort mission failed to initialize
ushas:
(v15, linux)
According to the log, it's an escort mission. There is also named unit: Bill Manning. The map loads and (some) units spawn. However, the interface doesn't nor the battle or any dialogue if there was any. So it's reload. According to what I saw I think it's one of the new missions from video.
Map: SuburbsGraveyard1
Faction: Survivalists
If it helps, this exception was in Player.log:
--- Code: ---ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[UnityEngine.Vector3].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at BattleControlScript.GetCharacterStartPosition (Boolean isPlayerCharacterIn, Int32 speakerPositionIn) [0x00000] in <filename unknown>:0
at BattleControlScript.SpawnCriminalTeam () [0x00000] in <filename unknown>:0
at BattleControlScript.SpawnLevelCharacters () [0x00000] in <filename unknown>:0
at BattleControlScript.BeginLevelSetup () [0x00000] in <filename unknown>:0
at ScriptReferenceScript.BeginLevelSetup () [0x00000] in <filename unknown>:0
at ScriptReferenceScript.Start () [0x00000] in <filename unknown>:0
--- End code ---
Daithi:
Suspect it's the same as the alley issue - quite possibly the same model causing the problem. Have you been able to play this mission since, or does it fail every time?
Daithi:
If this happens again, will you send on the log file, or the save file? Have PMed you my email. This log seems to be giving less info (class names, error line numbers - perhaps Linux related) but there might be information in there about what character prefab it failed to load. If this is the problem, it should fail in subsequent missions for the tile, as the criminal defenders will be the same.
ushas:
Ok. I've sent the saved logs.
There is everything happening on the line 37 indeed etc. I thought the lack of information is because this is not a debug build or so.
--- Quote from: Daithi on April 28, 2017, 02:37:22 PM --- If this is the problem, it should fail in subsequent missions for the tile, as the criminal defenders will be the same.
--- End quote ---
Aha! So the enemy team composition is given by the tile stats (regardless the generated map) in v15? I wonder what will happen if the level of intel changes in the meantime. There are also changes in the crime % by defeating them.
Daithi:
Must have been tired when i looked at this. The log suggests that there was no place to put the character, (there are a number of defined zones where enemies can spawn, and multiple configurations per map). I kept the number of these areas small in the escort mission, to force a more even distribution (and the rest will spawn), but obviously missed something. Pressing M should now also show the configuration being used for the map. Should be able to figure this out for V17, as V16 has just been released.
--- Quote from: ushas on May 04, 2017, 09:06:30 AM ---Aha! So the enemy team composition is given by the tile stats (regardless the generated map) in v15? I wonder what will happen if the level of intel changes in the meantime. There are also changes in the crime % by defeating them.
--- End quote ---
Yes, the map is irrelevant, each tile has a number of defenders. When the game starts it sets the difficulty (hidden) for each tile, and places a number of defenders in it according to the difficulty. The danger level (which is linked to number of defenders) is the main one you need to look at - it will affect number of enemies in mission, their HP, damage buff. Crime rate is the % of the tile wealth that the gang gets to keep, and increases or decreases depending on the number of enemies.
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