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CAC logs include this line: [11:55:40.957]WeaponHitInfo at grp:0 index:System.Nullable1[BattleTech.WeaponHitInfo][][] is null. How?! Again weapon without representation?! You realy should stop it!`
Per discussion with KMission, this is my fault because I'm not generating a weaponRef inside of CreateImaginaryAttack.
The text was updated successfully, but these errors were encountered:
all melee weapon in game have one representation
if (!this.MeleeWeapon.baseComponentRef.hasPrefabName) {
this.MeleeWeapon.baseComponentRef.prefabName = "chrPrfWeap_generic_melee";
this.MeleeWeapon.baseComponentRef.hasPrefabName = true;
}
this.MeleeWeapon.InitGameRep(this.MeleeWeapon.baseComponentRef.prefabName, this.GetAttachTransform(this.MeleeWeapon.mechComponentRef.MountedLocation), this.LogDisplayName);
you should just call InitGameRep for your self damage weapon
CAC logs include this line:
[11:55:40.957]WeaponHitInfo at grp:0 index:System.Nullable
1[BattleTech.WeaponHitInfo][][] is null. How?! Again weapon without representation?! You realy should stop it!`Per discussion with KMission, this is my fault because I'm not generating a weaponRef inside of CreateImaginaryAttack.
The text was updated successfully, but these errors were encountered: