Garry's Mod

Garry's Mod

Lethal Necrotics: Terrors of The Unexplored: Project Cephalgia
 This topic has been pinned, so it's probably important
An average Beanmann  [developer] 7 Jun, 2023 @ 6:39pm
Bugs.
They go here, please.
If you get a console error, please paste it here also.
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Showing 1-15 of 46 comments
SaucySomething 8 Jun, 2023 @ 8:16pm 
Got this error when killing a Grunt using the weapon listed in the console error.

[Lethal Necrotics: Terrors of The Unexplored: Project Cephalgia] lua/entities/npc_vj_totu_base_walker/init.lua:5820: attempt to call a string value
1. CustomDeathAnimationCode - lua/entities/npc_vj_totu_base_walker/init.lua:5820
2. PriorToKilled - lua/entities/npc_vj_creature_base/init.lua:3043
3. unknown - lua/entities/npc_vj_creature_base/init.lua:2923
4. TakeDamageInfo - [C]:-1
5. Detonate - lua/entities/arccw_apex_thr_star_arc.lua:110
6. unknown - lua/entities/arccw_apex_thr_star_arc.lua:59 (x2)
An average Beanmann  [developer] 8 Jun, 2023 @ 8:17pm 
Originally posted by info_player_start:
Got this error when killing a Grunt using the weapon listed in the console error.

[Lethal Necrotics: Terrors of The Unexplored: Project Cephalgia] lua/entities/npc_vj_totu_base_walker/init.lua:5820: attempt to call a string value
1. CustomDeathAnimationCode - lua/entities/npc_vj_totu_base_walker/init.lua:5820
2. PriorToKilled - lua/entities/npc_vj_creature_base/init.lua:3043
3. unknown - lua/entities/npc_vj_creature_base/init.lua:2923
4. TakeDamageInfo - [C]:-1
5. Detonate - lua/entities/arccw_apex_thr_star_arc.lua:110
6. unknown - lua/entities/arccw_apex_thr_star_arc.lua:59 (x2)
This is the exploding throwing star thing in the arccw apex legends weapon pack, right?
I'll look into it and see what's going on.
Could you also list the attachments it had if any?
Last edited by An average Beanmann; 8 Jun, 2023 @ 8:17pm
SaucySomething 8 Jun, 2023 @ 8:23pm 
I'm pretty sure I used blast when I was using it. Also, I got another one that is similar except I was just using the wrench in Apex Legends Pack.

[Lethal Necrotics: Terrors of The Unexplored: Project Cephalgia] lua/entities/npc_vj_totu_base_walker/init.lua:5820: attempt to call a string value
1. CustomDeathAnimationCode - lua/entities/npc_vj_totu_base_walker/init.lua:5820
2. PriorToKilled - lua/entities/npc_vj_creature_base/init.lua:3043
3. unknown - lua/entities/npc_vj_creature_base/init.lua:2923
4. TakeDamageInfo - [C]:-1
5. MeleeAttack - lua/weapons/arccw_base/sh_bash.lua:242
6. unknown - lua/weapons/arccw_base/sh_bash.lua:141
7. ProcessTimers - lua/weapons/arccw_base/sh_timers.lua:46
8. unknown - lua/weapons/arccw_base/sh_think.lua:306
SaucySomething 8 Jun, 2023 @ 8:39pm 
Just found another bug, if you get turned into a zombie and exit the possession, you will have little to no health (including somehow 0 health and yet still be alive, although no enemies will target you since your supposed to be dead I imagine.) Nothing in console about this either.
An average Beanmann  [developer] 8 Jun, 2023 @ 9:14pm 
Originally posted by info_player_start:
Just found another bug, if you get turned into a zombie and exit the possession, you will have little to no health (including somehow 0 health and yet still be alive, although no enemies will target you since your supposed to be dead I imagine.) Nothing in console about this either.
Someone else on discord reported something like this.
Have you tried unsubbing and resubbing?
It worked for them so it might work for you.
Last edited by An average Beanmann; 8 Jun, 2023 @ 9:15pm
SaucySomething 8 Jun, 2023 @ 10:10pm 
Originally posted by An average Beanmann:
Originally posted by info_player_start:
Just found another bug, if you get turned into a zombie and exit the possession, you will have little to no health (including somehow 0 health and yet still be alive, although no enemies will target you since your supposed to be dead I imagine.) Nothing in console about this either.
Someone else on discord reported something like this.
Have you tried unsubbing and resubbing?
It worked for them so it might work for you.

I did try that and also having no mods installed. None of them worked. However,I feel like what I was trying to say before wasn't explained very well so let me try again. When any zombie attacks you that can infect you, (be it walker or infected or any faction) and you turn into a zombie (possession) and you exit the possession, (be it by a kill bind or whatever your key is for exiting possession for VJBase.) you will spawn on top of your now infected self that you have just exited and usually have health below 10. This is the problem that I was trying to say before. Sorry if it came out wrong or if any of this is confusing.
Cap'n Gold Teeth 10 Jun, 2023 @ 9:21am 
Zombies wouldn't attack me, evben with ignore players, and AI disabled unticked. Possibly an addon conflicting? The map i'm playing on is construct
Cap'n Gold Teeth 10 Jun, 2023 @ 9:32am 
They tend to start walking towards me then return to the place I spawned them. More like slide back to the spawn place.
Last edited by Cap'n Gold Teeth; 10 Jun, 2023 @ 9:34am
An average Beanmann  [developer] 10 Jun, 2023 @ 9:52am 
Originally posted by The Wretched One:
They tend to start walking towards me then return to the place I spawned them. More like slide back to the spawn place.
Did you have "NPCs Spawn as Guards" on in the vj spawnmenu?
Last edited by An average Beanmann; 10 Jun, 2023 @ 9:52am
gixer94 10 Jun, 2023 @ 10:28am 
Originally posted by An average Beanmann:
Originally posted by The Wretched One:
They tend to start walking towards me then return to the place I spawned them. More like slide back to the spawn place.
Did you have "NPCs Spawn as Guards" on in the vj spawnmenu?
I sort of have the same problem, no non-default settings turned on, disable AI and ignore players were both off, and I tried it on a variety of maps.The only difference being that they did attack me, but still would barely move.
Last edited by gixer94; 10 Jun, 2023 @ 10:31am
An average Beanmann  [developer] 10 Jun, 2023 @ 10:40am 
Originally posted by gixer94:
Originally posted by An average Beanmann:
Did you have "NPCs Spawn as Guards" on in the vj spawnmenu?
I sort of have the same problem, no non-default settings turned on, disable AI and ignore players were both off, and I tried it on a variety of maps.The only difference being that they did attack me, but still would barely move.
Did you test this on maps with ai nodes?
gixer94 10 Jun, 2023 @ 10:49am 
Originally posted by An average Beanmann:
Originally posted by gixer94:
I sort of have the same problem, no non-default settings turned on, disable AI and ignore players were both off, and I tried it on a variety of maps.The only difference being that they did attack me, but still would barely move.
Did you test this on maps with ai nodes?
Yes. But I'm pretty sure I found the issue.
gixer94 10 Jun, 2023 @ 10:49am 
I think the base thing from the other LNR mods is needed for this to work. (I forget the name)
An average Beanmann  [developer] 10 Jun, 2023 @ 10:51am 
Originally posted by gixer94:
I think the base thing from the other LNR mods is needed for this to work. (I forget the name)
I'm very certain that LNR isn't required to have this function, as I've patched and added all stuff from LNR that would be needed, and I haven't encountered any anomalies after that.
gixer94 10 Jun, 2023 @ 10:52am 
Originally posted by An average Beanmann:
Originally posted by gixer94:
I think the base thing from the other LNR mods is needed for this to work. (I forget the name)
I'm very certain that LNR isn't required to have this function, as I've patched and added all stuff from LNR that would be needed, and I haven't encountered any anomalies after that.
Welp, that sucks. Thanks for trying, though. Have a good rest of your day, man.
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