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Observing a freeze on a Charge attack(reproducible). The UI shows the first block of damage is assigned (25 points) and then the game softlocks. This occurs straight after the animation has completed and the first pip of 25 damage shows; support weapons do not fire in this scenario.
Relevant log copied here:
2021-05-09T20:10:02 FYLS [LOG] OnMoveComplete. msg id: ebc06b6a-c5a8-4165-95ce-480bcf335570.0
2021-05-09T20:10:04 FYLS [WARNING] OnAttackSequenceImpact is dealing <= 0 damage: base dmg: 245, total: 0
2021-05-09T20:10:05 FYLS [LOG] All messages completed as expected!
2021-05-09T20:10:05 FYLS [LOG] Sleipnir APC loses effect COMMAND BATTLEMECH due to cancellation or removal
2021-05-09T20:10:05 FYLS [LOG] MORALE: attack damaged more than 10% of starting armor (+10/0)
2021-05-09T20:10:05 FYLS [LOG] MORALE: attack hit more than 75% of shots (+75)
2021-05-09T20:10:05 FYLS [LOG] MORALE: Player 1 team change = + morale
2021-05-09T20:10:05 FYLS [LOG] MORALE: TargetTeam team change = + morale
2021-05-09T20:10:05 FYLS [ERROR] CRITICAL ERROR, PLEASE REPORT:
Delegate OnMeleeComplete - Standard for message type OnAttackComplete failed with exception
Object reference not set to an instance of an object
at (wrapper dynamic-method) BattleTech.Weapon.WillFireAtTargetFromPosition_Patch2(object,BattleTech.ICombatant,UnityEngine.Vector3,UnityEngine.Quaternion)
at BattleTech.AttackDirector+AttackSequence..ctor (BattleTech.AttackDirector director, BattleTech.AbstractActor attacker, BattleTech.ICombatant target, UnityEngine.Vector3 attackPosition, UnityEngine.Quaternion attackRotation, System.Int32 attackSequenceIdx, System.Collections.Generic.List`1[T] selectedWeapons, BattleTech.MeleeAttackType meleeAttackType, System.Int32 calledShotLocation, System.Boolean isMoraleAttack, System.Int32 id, System.Int32 stackItemUID) [0x00111] in <029bfe22d2d74c8e8c8ded1619022103>:0
at (wrapper dynamic-method) BattleTech.AttackDirector.CreateAttackSequence_Patch1(object,int,BattleTech.AbstractActor,BattleTech.ICombatant,UnityEngine.Vector3,UnityEngine.Quaternion,int,System.Collections.Generic.List`1<BattleTech.Weapon>,BattleTech.MeleeAttackType,int,bool)
at CBTBehaviorsEnhanced.Helper.AttackHelper.CreateImaginaryAttack (BattleTech.Mech attacker, BattleTech.Weapon attackWeapon, BattleTech.ICombatant target, System.Int32 weaponHitInfoStackItemUID, System.Single[] damageClusters, BattleTech.DamageType damageType, BattleTech.MeleeAttackType attackType) [0x00027] in <54a0f47d06f34e61ba4ec6de409d1ae3>:0
at CBTBehaviorsEnhanced.Melee.MechMeleeSequence_OnMeleeComplete.Prefix (BattleTech.MechMeleeSequence __instance, MessageCenterMessage message, BattleTech.AttackStackSequence ___meleeSequence) [0x00285] in <54a0f47d06f34e61ba4ec6de409d1ae3>:0
at (wrapper dynamic-method) BattleTech.MechMeleeSequence.OnMeleeComplete_Patch2(object,MessageCenterMessage)
at MessageCenter.SendMessagesForType (MessageCenterMessageType messageType, MessageCenterMessage message) [0x00037] in <029bfe22d2d74c8e8c8ded1619022103>:0
The text was updated successfully, but these errors were encountered:
Observing a freeze on a Charge attack(reproducible). The UI shows the first block of damage is assigned (25 points) and then the game softlocks. This occurs straight after the animation has completed and the first pip of 25 damage shows; support weapons do not fire in this scenario.
Relevant log copied here:
The text was updated successfully, but these errors were encountered: