Project Zomboid

Project Zomboid

Left Click Redux - Click To Act [b41]
Notloc  [developer] 19 Apr, 2022 @ 10:50am
Bug Reports
Please post any bug reports here!
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Showing 1-15 of 23 comments
KodeMan 22 Apr, 2022 @ 3:49pm 
Stack trace when clicking on back of vehicle.

STACK TRACE
-----------------------------------------
function: start -- file: WalkToTimedAction.lua line # 44
function: start -- file: ClickToMoveTimedAction.lua line # 6
Callframe at: StartAction
function: begin -- file: ISBaseTimedAction.lua line # 58
function: addToQueue -- file: ISTimedActionQueue.lua line # 23
function: add -- file: ISTimedActionQueue.lua line # 125
function: moveToObject -- file: LeftClickRedux.lua line # 431
function: onDown -- file: LeftClickRedux.lua line # 334.
[22-04-22 17:44:07.120] ERROR: General , 1650667447120> 45,486,771> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getX of non-table: null at KahluaThread.tableget line:1689..
[22-04-22 17:44:07.120] ERROR: General , 1650667447120> 45,486,771> DebugLogStream.printException> Stack trace:.
[22-04-22 17:44:07.121] LOG : General , 1650667447121> 45,486,773> -----------------------------------------
STACK TRACE
Last edited by KodeMan; 22 Apr, 2022 @ 3:49pm
Notloc  [developer] 22 Apr, 2022 @ 4:59pm 
Is there any other context around how this happened that you can think of? I've been running around clicking on vehicles, toggling their trunks and such. But I can't seem to reproduce.

Perhaps a specific type of vehicle?
KodeMan 23 Apr, 2022 @ 4:12am 
After further testing we think it's only one modded vehicle being affected, the Autotsar Tuning Atelier - MolksAgen Luton Van. Only when clicking the back door.
KodeMan 23 Apr, 2022 @ 6:05am 
Hate to make your life harder but a new stack trace popped up when clicking at the top of a light pole. It seems to me if pathfinding doesnt know how to get to a certain spot it shoots an error.

STACK TRACE
-----------------------------------------
function: start -- file: WalkToTimedAction.lua line # 44
function: start -- file: ClickToMoveTimedAction.lua line # 6
Callframe at: StartAction
function: begin -- file: ISBaseTimedAction.lua line # 58
function: addToQueue -- file: ISTimedActionQueue.lua line # 23
function: add -- file: ISTimedActionQueue.lua line # 125
function: moveToObject -- file: LeftClickRedux.lua line # 431
function: onDown -- file: LeftClickRedux.lua line # 334.
[23-04-22 08:03:11.769] ERROR: General , 1650718991769> 11,245,792> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getX of non-table: null at KahluaThread.tableget line:1689..
[23-04-22 08:03:11.769] ERROR: General , 1650718991769> 11,245,792> DebugLogStream.printException> Stack trace:.
[23-04-22 08:03:11.770] LOG : General , 1650718991770> 11,245,793> -----------------------------------------
STACK TRACE
-----------------------------------------
function: start -- file: WalkToTimedAction.lua line # 44
function: start -- file: ClickToMoveTimedAction.lua line # 6
Callframe at: StartAction
function: begin -- file: ISBaseTimedAction.lua line # 58
function: addToQueue -- file: ISTimedActionQueue.lua line # 23
function: add -- file: ISTimedActionQueue.lua line # 125
function: moveToObject -- file: LeftClickRedux.lua line # 431
function: onDown -- file: LeftClickRedux.lua line # 334.
Last edited by KodeMan; 23 Apr, 2022 @ 6:15am
Notloc  [developer] 23 Apr, 2022 @ 7:27am 
Seems to be the same error. I assumed the callback I'm using for click events was always providing me an IsoObject (which has x and y position), but it seems like theres some cases where its handing in something else and causing the error.
Notloc  [developer] 23 Apr, 2022 @ 7:37am 
Looks like you were right. I introduced this bug when I added the item pickup. Made some code reusable but forgot to handle the case when it can't find a place to walk to in the original spot I extracted the code from.

Fixed for next patch!
Last edited by Notloc; 23 Apr, 2022 @ 7:38am
KodeMan 23 Apr, 2022 @ 8:56am 
Originally posted by Notloc:
Looks like you were right. I introduced this bug when I added the item pickup. Made some code reusable but forgot to handle the case when it can't find a place to walk to in the original spot I extracted the code from.

Fixed for next patch!

Yay!! looking forward to adding this to our main server!!
Mash💀 2 May, 2022 @ 7:02am 
I'm having serious problems with this mod. I love the mechanics of it and I want to be able to use it, but whenever I have the mod installed and enabled it prevents me from using items. For example, I just tried enabling it again and it immediately prevented me from being able to eat my potatoes out of my fridge.
Notloc  [developer] 2 May, 2022 @ 7:34am 
Can you provide anymore context about how you're running into this problem?

What you're describing shouldn't be possible since the mod does not change any of the game's built-in actions. All the mod does is translate mouse clicks into a series of these built-in actions.
Mash💀 2 May, 2022 @ 8:41am 
The two mods I was adding at the same time that caused two problems for me were this one, and Happily Never AFTAA. After enabling them both, my military canteen 3D models stopped working(reverted to 2D image), and I can't "use" the item. I can drop it on the floor and pick it back up, but I cannot drink or fill it.

I even tried eating a potato out of the fridge and my character does the same thing with both. He gets stuck in the animation like he's sorting inventory but there's no status bar and he will stay in that loop until I press escape. Uninstalling your mod fixes the inventory issue, and then uninstalling Animator's mod fixes the models. I can't make sense of it either, but this is what's happening.

Perhaps it's another mod I have installed that's causing a conflict with yours. Because as far as your mod goes, everything seems to be working perfectly fine with it. It's just the other side effects that are breaking the game for me
Notloc  [developer] 2 May, 2022 @ 9:13am 
If you figure out the conflict let me know, if there's something I can do about it I will.
Mash💀 2 May, 2022 @ 3:19pm 
Yeah I'm not sure what the problem actually is. I can't get the issue to stop now, so obviously you need not do anything on your end. It was working perfectly fine until this morning so I have some problem mod hunting to do
-----------------------------------------
function: tick -- file: ISTimedActionQueue.lua line # 75
function: onTick -- file: ISTimedActionQueue.lua line # 188.
[17-05-22 23:21:50.727] ERROR: General , 1652840510727> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getCharacterActions of non-table: function equipCallback:205 at KahluaThread.tableget line:1689..
[17-05-22 23:21:50.727] ERROR: General , 1652840510727> DebugLogStream.printException> Stack trace:.
[17-05-22 23:21:50.729] LOG : General , 1652840510729> -----------------------------------------
STACK TRACE
-----------------------------------------

and then thats continues over and over until i rage and quit the game
Blakrajder 18 Jun, 2022 @ 11:06am 
I'm getting constant red error box whenever I try using Hold Click to Move.
Here's a stack trace part that is thrown during error.

STACK TRACE
-----------------------------------------
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@97fbb946
function: checkHopFlagByDirection -- file: Util.lua line # 189
function: updateHoldToMoveAction -- file: LeftClickRedux.lua line # 97
function: onTick -- file: LeftClickRedux.lua line # 55.
[18-06-22 19:54:43.372] ERROR: General , 1655574883372> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at GeneratedMethodAccessor630.invoke..
[18-06-22 19:54:43.372] ERROR: General , 1655574883372> DebugLogStream.printException> Stack trace:.
[18-06-22 19:54:43.449] LOG : General , 1655574883449> -----------------------------------------
Blakrajder 19 Jun, 2022 @ 8:23am 
So I've browsed through your code and I think I've found solution for the error I posted about yesterday.

File: Util.lua
Line 181: function Util.checkHopFlagByDirection(sqr, x, y)

That function depending on received variables tries to call for sqr's properties
IsoFlagType.HoppableE IsoFlagType.HoppableW IsoFlagType.HoppableN IsoFlagType.HoppableS

Thing is that Zomboid has only two properties for hoppable directions
IsoFlagType.HoppableW
and
IsoFlagType.HoppableN
at least according to :
https://projectzomboid.com/modding/zombie/iso/SpriteDetails/IsoFlagType.html

Following that fact, I've changed
Line 189: ...FlagType.HoppableE
and
Line 197: ...FlagType.HoppableS
to
Line 189: ...FlagType.HoppableW
and
Line 197: ...FlagType.HoppableN

This eliminates the occurence of error, because now the script that calls the function is not checking for nonexisting object property.
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