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at AnimationEngine.AnimationEngine.TickObject(CoreScript script, Int32 time)
23:18:02.6131 [DEBUG] Keen: AnimationEngine: Object reference not set to an instance of an object.
23:18:02.6665 [DEBUG] Keen: AnimationEngine: Error while ticking a block from mod '2858282587.sbm'
23:18:02.6665 [DEBUG] Keen: AnimationEngine: Boolean InitSubpart(AnimationEngine.Core.Subpart)
23:18:02.6665 [DEBUG] Keen: AnimationEngine: at AnimationEngine.Core.CoreScript.InitSubpart(Subpart subpart)
at AnimationEngine.Core.CoreScript.Tick(Int32 time)
But so far, hasn't occurred again, so maybe put this on hold until it occurs again.
For WeaponsCore I'm using the following.
WeaponCore - Replace Vanilla Weapons
WC - XMA-41 Guardian PDS
WC- VXM-08 Multi Launch Missile System
WC Handweapons
MA WeaponCore Weapons
And of course using Defense Shields - v2.2(8)
This is on a server running on Torch.
The bug only occurred once so far.
at AnimationEngine.Core.CoreScript.Tick(Int32 time)
at AnimationEngine.AnimationEngine.TickObject(CoreScript script, Int32 time)
22:27:23.8619 [DEBUG] Keen: AnimationEngine: Object reference not set to an instance of an object.
22:27:23.9121 [DEBUG] Keen: AnimationEngine: Error while ticking a block from mod '2858282587.sbm'
22:27:23.9121 [DEBUG] Keen: AnimationEngine: Boolean InitSubpart(AnimationEngine.Core.Subpart)
22:27:23.9121 [DEBUG] Keen: AnimationEngine: at
I changed 2 things first i went into the workshop folder and changed in PDCTurret_WeaponPart.cs the targetdef Threats to include grids, neutrals and changed the MinTargetDistance from 75 ro 15.
second i took out another weapons mod so that only your modpack and weaponcore was in the save.
and right after loading in the turrets wnet brrrt to kill a wolf right next to that i did not even notice was there, i saved, closed the game lookt into the file again changes were still there and changed the targetdef back so what it was.
loaded in again and after a long wait the next wolf that ran to me was shot.
so either the game/mod is playing with me, the other weaponpack made shenanigans or the mindistance had something to do with it )because the wolves might had snuck in and then were to close for the turret.
i dont have much knowled with modding but i tried looking into the scriptfiles and added neutral to the targetdef for now to test but can only test that after work today... maybe it helps maybe not.
Working next to my truck and getting swarmd without them giving any about it is a bit of a downer.
He's was a little worried when I showed him the mod listing
Haven't tested it with meteors yet, but here's hoping that keen bug doesn't affect that.
Anyway thanks for looking into this, my friend and myself using several of your weapon mods for playing a nightmare scenario.
reloading the world
and turning the small grid into the space pirate faction
The Guardian still does no damage to grids
the rounds where not going through it more like the armor was acting like a black hole
I'll try again by deleting the mod folding and forcing a re-download. That might fix it. I'll make another comment if it does it again or if the problem is fixed
I'm testing this out before I start in a world with it and have noticed something interesting or maybe its a bug
This weapon doesnt damage grids Station, Large Grid, Small Grid
So finally to my question; Does this weapon only damage missiles leaving grids unharmed or is this a bug?
The only thing that bothers me is their damage is so low, that when using them against some if not most mod missiles they take so many shots to destroy a missile that they stop being a viable option.
Do you see a way to increase that damage a bit ? Would be awesome ; ) anyway thx for your work o/