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fixed
Need a bit more information. When you are wearing it, or when its in inventory or what
No it doesn't make your missions blank, the new update messed up this mods missions (working on a fix for the blank)
also post your crash report when you can, so i can fix it
([01/10/2023 18:25:59] Sprite "LocalMods/Halo Universe/creatures/sentineladv.png" not found!)
Definitely not causing the crash but thought I would post it anyway :)
(EDIT)
I've looked through it, and tested some stuff out; the problem seems to come from someone, an AI using a beam weapon of some sort.
Exception: The given key 'tracerfirearmsetinelbeamadv' was not present in the dictionary. (System.Collections.Generic.KeyNotFoundException)
Target site: Void ThrowKeyNotFoundException(TKey)
Stack trace:
at System.Collections.Concurrent.ConcurrentDictionary`2.ThrowKeyNotFoundException(TKey key)
at System.Collections.Concurrent.ConcurrentDictionary`2.get_Item(TKey key)
at Barotrauma.PrefabCollection`1.get_Item(Identifier identifier)
at Barotrauma.Particles.ParticleEmitter.Emit(Vector2 position, Hull hullGuess, Single angle, Single particleRotation, Single velocityMultiplier, Single sizeMultiplier, Nullable`1 colorMultiplier, ParticlePrefab overrideParticle, Boolean mirrorAngle, Tuple`2 tracerPoints)
at Barotrauma.Particles.ParticleEmitter.Emit(Single deltaTime, Vector2 position, Hull hullGuess, Single angle, Single particleRotation, Single velocityMultiplier, Single sizeMultiplier, Single amountMultiplier, Nullable`1 colorMultiplier, ParticlePrefab overrideParticle, Boolean mirrorAngle, Tuple`2 tracerPoints)
at Barotrauma.StatusEffect.ApplyProjSpecific(Single deltaTime, Entity entity, IReadOnlyList`1 targets, Hull currentHull, Vector2 worldPosition, Boolean playSound)
at Barotrauma.StatusEffect.Apply(Single deltaTime, Entity entity, IReadOnlyList`1 targets, Nullable`1 worldPosition)
at Barotrauma.StatusEffect.Apply(ActionType type, Single deltaTime, Entity entity, IReadOnlyList`1 targets, Nullable`1 worldPosition)
at Barotrauma.Item.ApplyStatusEffect(StatusEffect effect, ActionType type, Single deltaTime, Character character, Limb limb, Entity useTarget, Boolean isNetworkEvent, Boolean checkCondition, Nullable`1 worldPosition)
at Barotrauma.Items.Components.ItemComponent.ApplyStatusEffects(ActionType type, Single deltaTime, Character character, Limb targetLimb, Entity useTarget, Character user, Nullable`1 worldPosition, Single afflictionMultiplier)
at Barotrauma.Items.Components.Projectile.HandleProjectileCollision(Fixture target, Vector2 collisionNormal, Vector2 velocity)
at Barotrauma.Items.Components.Projectile.DoHitscan(Vector2 dir)
at Barotrauma.Items.Components.Projectile.Use(Character character, Single launchImpulseModifier)
at Barotrauma.Items.Components.Projectile.Launch(Character user, Vector2 simPosition, Single rotation, Single damageMultiplier, Single launchImpulseModifier)
at Barotrauma.Items.Components.Projectile.Shoot(Character user, Vector2 weaponPos, Vector2 spawnPos, Single rotation, List`1 ignoredBodies, Boolean createNetworkEvent, Single damageMultiplier, Single launchImpulseModifier)
at Barotrauma.Items.Components.RangedWeapon.Use(Single deltaTime, Character character)
at Barotrauma.Item.Use(Single deltaTime, Character character, Limb targetLimb)
at Barotrauma.EnemyAIController.UpdateLimbAttack(Single deltaTime, Vector2 attackSimPos, IDamageable damageTarget, Single distance, Limb targetLimb)
at Barotrauma.EnemyAIController.UpdateAttack(Single deltaTime)
at Barotrauma.EnemyAIController.Update(Single deltaTime)
at Barotrauma.Character.UpdateAll(Single deltaTime, Camera cam)
at Barotrauma.GameScreen.Update(Double deltaTime)
at Barotrauma.GameMain.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime) in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 656
at Microsoft.Xna.Framework.Game.Tick() in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 500
at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop() in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\SDL\SDLGamePlatform.cs:line 93
at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 397
at Microsoft.Xna.Framework.Game.Run() in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 367
at Barotrauma.Program.Main(String[] args)
I've confirmed this, by spawning in the item and using it myself. Exact same crash I've been experiencing. in the first line 'tracerfirearmsetinelbeamadv' seems like there is a typo, you have "setinel" insteal of sentinel :)
got it ill fix those issue then upload a fix
Great, thank you!
Hey, just wondering if you've implemented the fix yet? No pressure ;)
Working on the last part. I had to update and fix other mods. it should be done soon