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Sacred Immolation -- Now with even more immolation!


lantzk

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I'm not sure as to the steps needed to reproduce -- obviously the fight against Raedric had just ended, but it started infinitely stacking a good five or ten seconds before this. Pallegina called the last three or so Fampyrs (and herself, obviously).

 

My log is attached. The following NRE seems relevant (it repeats a bunch in my log). I'm not sure why Sacred Immolation worked fine for most of its duration before going wacky though.

NullReferenceException
  at (wrapper managed-to-native) UnityEngine.GameObject:get_transform ()

  at GameUtilities.FindParentWithComponent[CharacterStats] (UnityEngine.GameObject child) [0x00000] in <filename unknown>:0 

  at StatusEffect.Create (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear, Single durationOverride) [0x00000] in <filename unknown>:0 

  at StatusEffect.CreateChild (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear, Single durationOverride) [0x00000] in <filename unknown>:0 

  at StatusEffect.CreateChild (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear) [0x00000] in <filename unknown>:0 

  at StatusEffect.WhenHit (UnityEngine.GameObject attacker, UnityEngine.GameObject enemy, .DamageInfo damage) [0x00000] in <filename unknown>:0 

  at CharacterStats.TriggerWhenHit (UnityEngine.GameObject attacker, .DamageInfo damage) [0x00000] in <filename unknown>:0 

  at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0 

  at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0 

  at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0 

  at AttackAOE.OnImpact (UnityEngine.GameObject self, Vector3 hitPosition) [0x00000] in <filename unknown>:0 

  at AttackPulsedAOE.Pulse (UnityEngine.GameObject self, Vector3 hitPosition) [0x00000] in <filename unknown>:0 

  at Projectile.Update () [0x00000] in <filename unknown>:0 
 

post-158651-0-40112200-1457135142_thumb.jpg

output_log.txt

Edited by lantzk
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You will also notice that Wall of Many Colors has stacked with itself a number of times as well. The below repeats throughout the log.

PX2_Wall_of_Many_Colors_Trap(Clone) doesn't have a health and/or CharacterStats component. Unable to apply status effect!
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Lastly, it's interesting to note how large my log has gotten since reinstalling the game (which I did a few days ago at Aarik's behest). This is a clean install done with the 3.01 exes available on GOG.

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I'm not sure as to the steps needed to reproduce -- obviously the fight against Raedric had just ended, but it started infinitely stacking a good five or ten seconds before this she. Pallegina called the last three or so Fampyrs (and herself, obviously).

 

My log is attached. The following NRE seems relevant (it repeats a bunch in my log). I'm not sure why Sacred Immolation worked fine for most of its duration before going wacky though.

NullReferenceException
  at (wrapper managed-to-native) UnityEngine.GameObject:get_transform ()

  at GameUtilities.FindParentWithComponent[CharacterStats] (UnityEngine.GameObject child) [0x00000] in <filename unknown>:0 

  at StatusEffect.Create (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear, Single durationOverride) [0x00000] in <filename unknown>:0 

  at StatusEffect.CreateChild (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear, Single durationOverride) [0x00000] in <filename unknown>:0 

  at StatusEffect.CreateChild (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear) [0x00000] in <filename unknown>:0 

  at StatusEffect.WhenHit (UnityEngine.GameObject attacker, UnityEngine.GameObject enemy, .DamageInfo damage) [0x00000] in <filename unknown>:0 

  at CharacterStats.TriggerWhenHit (UnityEngine.GameObject attacker, .DamageInfo damage) [0x00000] in <filename unknown>:0 

  at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0 

  at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0 

  at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0 

  at AttackAOE.OnImpact (UnityEngine.GameObject self, Vector3 hitPosition) [0x00000] in <filename unknown>:0 

  at AttackPulsedAOE.Pulse (UnityEngine.GameObject self, Vector3 hitPosition) [0x00000] in <filename unknown>:0 

  at Projectile.Update () [0x00000] in <filename unknown>:0 
 

Hey lantzk,

 

Whenever I see that code, that usually means users need to verify their game cache, or in your case, uninstall and reinstall. 99% of the time, it fixes the issue.

 

Sorry man! Let me know if it works.

 

Thanks!

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