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Need help with molotov launcher - working in SP not in MP


xxx73

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With assets from other modders I made this molotov launcher. Im very happy with it and it worked very well in single player so I added it to my server. To my surprise it dont work on server, it gives this error message and I cant understand why it create this error.

 

The weapon launch its ammo but there is no burning impact when ammo hit ground in MP. If I remove both buffs from ammo the weapon work without and errors. I tried to add another buffs but no luck so far.

 

Error message

2017-11-10T16:37:34 169.002 EXC Buff named 'Burning' does not exist!

Exception: Buff named 'Burning' does not exist!

at MultiBuffClassAction.NewAction (System.String buffString) [0x00000] in <filename unknown>:0

at ExplosionData.Read (System.IO.BinaryReader _br) [0x00000] in <filename unknown>:0

at ExplosionData..ctor (System.Byte[] _explosionDataAsArr) [0x00000] in <filename unknown>:0

at NetPackageExplosionInitiate.read (System.IO.BinaryReader _br) [0x00000] in <filename unknown>:0

at NetPackage.Parse (System.IO.BinaryReader _reader, .ClientInfo _sender) [0x00000] in <filename unknown>:0

at NetConnectionRPC.thread_CommReader (.TaskInfo _threadInfo) [0x00000] in <filename unknown>:0

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

UnityEngine.DebugLogHandler:LogException(Exception, Object)

UnityEngine.Logger:LogException(Exception, Object)

UnityEngine.Debug:LogException(Exception)

Logger:masterLogException(Exception)

Logger:Exception(Exception)

Log:Exception(Exception)

NetConnectionRPC:thread_CommReader(TaskInfo)

ThreadManager:ED(Object)

 

 

Weapon from items.xml

<item id="2750" name="MolotovLauncher">

<property name="CustomIcon" value="Flamethrowerw" />

<property name="DescriptionKey" value="MolotovLauncherDesc"/>

<property name="Meshfile" value="Items/Weapons/Ranged/RocketLauncher/rocketlauncherPrefab" />

<property name="Material" value="metal" />

<property name="HoldType" value="48" />

<property name="RepairTools" value="repairKit" />

<property name="EconomicValue" value="460"/>

<property name="Stacknumber" value="1" />

<property name="Degradation" value="550" param1="false" />

<property name="DegradationBreaksAfter" value="false" />

<property name="SoundJammed" value="Weapons/weapon_jam" />

<property name="SoundIdle" value="Weapons/Melee/Torch/torch_lp" />

<property name="Weight" value="33" />

<property name="CrosshairOnAim" value="false"/> <!-- aimTest -->

<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->

<property class="Action0"> <!-- AttackAction -->

<property name="Class" value="Launcher" />

<property name="Delay" value="0.2" />

<property name="Auto_fire" value="true" />

<property name="Crosshair_min_distance" value="1" />

<property name="Crosshair_max_distance" value="5" />

<property name="Magazine_size" value="25" />

<property name="Magazine_items" value="MolotovFuel" />

<property name="Magazine_item_ray_counts" value="10" />

<property name="Magazine_item_ray_spreads" value="1" />

<property name="Reload_time" value="6.3" />

<property name="Bullet_icon" value="uzi" />

<property name="Sound_start" value="torch_swoosh" />

<property name="Sound_repeat" value="torch_swoosh" />

<property name="Sound_end" value="torch_swoosh" />

<property name="Sound_empty" value="chainsaw_empty"/>

<property name="Sound_reload" value="chainsaw_reload"/>

<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi" />

<property name="Horde_meter_rate" value=".275" />

<property name="Horde_meter_distance" value="20" />

<property name="Particles_muzzle_fire" value="nozzleflashuzi" />

<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi" />

</property>

<property class="Action1"> <!-- UseAction -->

<property name="Class" value="Zoom" />

<property name="Zoom_max_out" value="35" />

<property name="Zoom_max_in" value="35" />

</property>

<property class="Attributes">

<property name="DegradationMax" value="1000,2000" />

<property name="DegradationRate" value="4,8" />

</property>

<property name="Group" value="Ammo/Weapons" />

<property name="ActionSkillGroup" value="Heavy Weapons"/>

<property name="CraftingSkillGroup" value="craftSkillGuns"/>

</item>

 

Ammo from items.xml

<item id="2751" name="MolotovFuel">

<property name="CustomIcon" value="Napalm" />

<property name="DropMeshfile" value="Items/Misc/sackPrefab" />

<property name="Meshfile" value="Items/Tools/torchPrefab"/>

<property name="DescriptionKey" value="MolotovFuelDesc"/>

<property name="HoldType" value="45" />

<property name="Material" value="organic" />

<property name="Stacknumber" value="500" /> <!-- Ammo resource -->

<property name="FuelValue" value="2" />

<property name="EconomicValue" value="7"/> <!-- gas can 83 -->

<property name="EconomicBundleSize" value="100"/>

<property class="Action1">

<property name="Class" value="Projectile" />

<property name="ActionExp" value="1" />

<property name="ActionExpBonusMultiplier" value="1" />

<property name="Explosion.BlockDamage" value="1"/>

<property name="Explosion.EntityDamage" value="15"/>

<property name="Explosion.ParticleIndex" value="10"/>

<property name="Explosion.RadiusBlocks" value="2"/>

<property name="Explosion.RadiusEntities" value="3"/>

<property name="Explosion.DamageBonus.stone" value="0.1"/>

<property name="Explosion.DamageBonus.metal" value="0"/>

<property name="Explosion.DamageBonus.earth" value="0"/>

<property name="Explosion.DamageBonus.water" value="0"/>

<property name="Explosion.DamageBonus.wood" value="0.5"/>

<property name="Explosion.DamageBonus.cloth" value="1" />

<property name="Explosion.DamageBonus.plants" value="0.5" />

<property name="Explosion.DamageBonus.glass" value="2" />

<property name="Explosion.DamageBonus.snow" value="3" />

<property name="Explosion.BlastPower" value="10"/>

<property name="FuseTime" value="20000"/>

<property name="Explosion.Buff" value="burningmedium2"/>

<property name="Explosion.Buff_chance" value="1"/>

<property name="ExplodeOnHit" value="true"/>

<property name="Velocity" value="20" />

<property name="FlyTime" value="0.50" />

<property name="LifeTime" value="4" />

<property name="CollisionRadius" value="0.5" />

</property>

<property class="Attributes">

<property name="GetQualityFromWeapon" value="true" />

<property name="ApplyBuff" value="1, 1" param1="burningmedium" />

</property>

<property name="CraftingSkillGroup" value="Science"/>

<property name="Group" value="Ammo/Weapons" />

</item>

 

Buffs from buffs.xml. They are just copies of burningMolotov to balance the weapon.

<buff id="burningmedium" mutex="cannotBreath,drowning,trapimmunity" debuffif="+water > 1" duration="10" stack="reset" ffcheck="true" actions="debuff(burningSmall);attach(ParticleEffects/p_onFire, @impact);damage(0,1,0,1);damage(0,3,0,0)" icon="ui_game_symbol_fire" name_key="burning" description_key="burningDesc" tooltip_key="burningTooltip" cures="canBoiledWater,bottledWater,goldenRodTea,redTea,largeAidKit">

<modify id="1" stat="health" amount="-15" rate="1"/>

</buff>

 

<buff id="burningmedium2" mutex="cannotBreath,drowning,trapimmunity" debuffif="+water > 1" duration="5" stack="reset" ffcheck="true" actions="debuff(burningSmall);attach(ParticleEffects/p_onFire, @impact);damage(0,1,0,1);damage(0,3,0,0)" icon="ui_game_symbol_fire" name_key="burning" description_key="burningDesc" tooltip_key="burningTooltip" cures="canBoiledWater,bottledWater,goldenRodTea,redTea,largeAidKit">

<modify id="1" stat="health" amount="-10" rate="1"/>

</buff>

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Not sure if this will fix it or not, but there seems to be a space in the "ParticleEffects" on the buffs.

ParticleEffec ts/p_onFire

Between the c and t in effects. If this buff is above the normal burning buff, then chances are it wont load because of that error. Possibly?

 

Also in redTea.

re dTea

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Not sure if this will fix it or not, but there seems to be a space in the "ParticleEffects" on the buffs.

Between the c and t in effects. If this buff is above the normal burning buff, then chances are it wont load because of that error. Possibly?

 

Also in redTea.

re dTea

 

Hi and thanks for replying. That is actually just a problem here, in the files those spaces dont exists.

 

 

What I find strange is that the weapon is great in SP, never experienced something like that before. I have added hundreds of items, blocks etc and if it work in SP it work on server. What is different with this, and why does the error say that Burning buff dont exists when there is no burning buff used?

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Hi and thanks for replying. That is actually just a problem here, in the files those spaces dont exists.

 

 

What I find strange is that the weapon great in SP, never experienced something like that before. I have added hundreds of items, blocks etc and if it work in SP it work in MP. What is different with this? and why does the error say that Burning buff dont exists when there is no burning buff used?

 

Strange, I am just going to throw some ideas out there but I cant see anything wrong with the minimal information given.

 

First check your buffs file and make sure no buffs are missing, make sure the client and the server both have it installed incase its a push issue. Validation check probably wont help but you can try that, it does not catch all errors though.

 

Try using a different particle effect see what happens try this ParticleEffects/p_fire_small

 

Try removing the ffcheck="true"

 

Try using a different buff like the original burning Molotov

 

Try remove <property name="Explosion.BlastPower" value="10"/>

 

Try change the particle index

 

Try change how the buff gets applied to the entity, try using an incremental variable that if it is greater than said variable then the desired buff gets applied. Make sure to use a metabolizing variable as well, this can be used also to determine how long the buff is on the victim.

 

Here is an example of how I had to do my shock weapons buff due to the fact that the buff would not go away upon the killing blow and would stay on the corpse until it turned to gore.

 

<buff id="shockingBuff" duration="5" type="armordown" stack="reset" actions="increment(shocking, 5, 0, 0, 1);max(shocking, 5)" castsound="electric_fence_impact" icon="ui_game_symbol_electric_power" name_key="shockedBuffName" description_key="shockedBuffDesc" tooltip_key="shockedBuffTooltip">
<modify id="0" stat="health" amount="-3" rate="0.5" type="armordown"/>
</buff>
<buff id="MetabolizeShock" type="armordown" buffif="shocking greater 0" debuffif="shocking less 1" actions="increment(shocking, -1, 1, 0, 0);min(shocking, 0);buff(shockedBuff2)"/>

<buff id="shockedBuff2" type="armordown" requires="MetabolizeShock" duration="1" stack="reset" onexpired="shockedBuff3" actions="attach(ParticleEffects/p_electric_shock, @impact)">
<modify id="1" stat="speedmodifier" mulValue="0.3" type="armordown"/>
</buff>

<buff id="shockedBuff3" type="armordown" requires="MetabolizeShock" duration="1" stack="reset" onexpired="shockedBuff2" actions="attach(ParticleEffects/p_electric_shock, @impact)">
<modify id="1" stat="speedmodifier" mulValue="0.3" type="armordown"/>
</buff>

 

Obviously there is many ways to achieve the incremental variable buff to do what you want but this is what I have done, basically the weapon applies the shockingBuff and I use the shockedBuff2 and shockedBuff3 to alternate between applying the effects so long as the variable remains existent on the entity until it is metabolized, just a personal preference as to how I wanted to achieve the effect.

 

My suggestions come from thinking that something is hardcoded and is causing an issue but I am just shooting in the dark here.

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Also try remove <property name="Explosion.DamageBonus.snow" value="3" /> and <property name="Explosion.DamageBonus.plants" value="0.5" /> I am not sure what this affects unless you have modified the materials.

 

the damage bonus is defined through <property name="damage_category" value="earth" />

 

Not the id name of the material itself

 

i know that vanilla files do use plants as a variable on items but if you look at the top of the fiel you will read this

 

* damage_category = head, glass, stone, cloth, concrete, boulder, metal, wood, earth, snow, plants, leaves

Used to determine the damage category if an item hits this block.

This corresponds to <property name="DamageBonus.earth" value="5" /> in items.xml so this is used for bonus damage.

 

It has not cause an issue in regards to errors as far as I know but just something to take note of.

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  • 2 months later...
The error message is clear.

 

2017-11-10T16:37:34 169.002 EXC Buff named 'Burning' does not exist!

Exception: Buff named 'Burning' does not exist!

 

So make sure it does exist. =P

 

Hi and thanks for replying. That error is very strange, I only get the error when playing on server. I use the same files in SP as on server. In single-player work perfectly.

 

About "Burning" I have no idea where it is coming from. I dont have a buff named "Burning" and I removed most buff I have made and used default buffs, but I still get the same error.

 

More detailed what happens is that the projectile dont explode on impact but it leave mark in the blocks it hit. In single-player the projectile explode as it should.

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There could be a parsing error and the buffs.xml is not loading at all? you should be looking in the outputlog.txt for the error. not just the console. Your mod examples that you are displaying here may not be where the error is at all. You may have tapped a button somwhere in the buffs xml and left an error that's not directly related to the buff declared. As the entire buffs xml may have not loaded, you are gtting the error that burning does not exist, because that's the thing you are testing that first tries to use the buffs.xml that is not loaded due to a parsing error.

 

Open up the output log and look for a parsing error, should give you a line and position of the error so its easily found.

 

good luck

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There could be a parsing error and the buffs.xml is not loading at all? you should be looking in the outputlog.txt for the error. not just the console. Your mod examples that you are displaying here may not be where the error is at all. You may have tapped a button somwhere in the buffs xml and left an error that's not directly related to the buff declared. As the entire buffs xml may have not loaded, you are gtting the error that burning does not exist, because that's the thing you are testing that first tries to use the buffs.xml that is not loaded due to a parsing error.

 

Open up the output log and look for a parsing error, should give you a line and position of the error so its easily found.

 

good luck

 

Thanks for the input. I use the same files in singleplayer as on my server and there is no problems in singleplayer. Only when I use it on my server I get this "strange" error. I also have many other custom made buffs that works well, and I have also tried to remove one buff and only use the default molotov buff but still no happiness.

 

Anyway I will take a look at what you suggest just to be sure.

 

What would be really great if is someone would be so nice to try the Molotov launcher using my files and see how it goes. Anyone that want to volunteer on this suicide mission? :D

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