This is a new error that seems to have started happening with the latest update. Don’t remember seeing it before.
Any idea what that error may be from?
This is a new error that seems to have started happening with the latest update. Don’t remember seeing it before.
Any idea what that error may be from?
Can you post the script?
Pretty sure it was this?
switch (Random(2))
{
case 0: oObject = CreateObject(OBJECT_TYPE_PLACEABLE, “chest001”, GetLocation(oWaypoint)); break;
case 1: oObject = CreateObject(OBJECT_TYPE_CREATURE, “boss001”, GetLocation(oWaypoint)); break;
}AssignCommand(oObject, DetermineCombatRound(oPC));
The chest didn’t know how to attack the player, so I changed it to this and am testing now…
switch (Random(2))
{
case 0: oObject = CreateObject(OBJECT_TYPE_PLACEABLE, “chest001”, GetLocation(oWaypoint)); break;
case 1: oObjectx = CreateObject(OBJECT_TYPE_CREATURE, “boss001”, GetLocation(oWaypoint)); break;
}AssignCommand(oObjectx, DetermineCombatRound(oPC));
Well, that’s what you get for trying to make a placeable perform an attack. Only creatures can attack. And DetermineCombatRound
does not check if OBJECT_SELF
is a creature. Classic BioWare scripting.
Same happens in 1.69. You are not noticing it always because of Random
.
nw_i0_generic
DetermineCombatRound
calls chooseTactics
chooseTactics
calls DetermineClassToUse
DetermineClassToUse
divides something by GetHitDice(OBJECT_SELF)
CEP has a chest creature that will attack just fine.