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Originally was playing on a save with this as included in Planetalgol's 'Military Used Cars' mod - was getting a long string of errors whenever one spawned on map originally thinking it was an issue with their mod so tried some testing without, I attempted to spawn it in using the 'addvehicle' debug and it claims 'no vehicle script m113a1 found'
Even though the mod is clearly enabled on the game menu & in the save's "advanced options" it seems to not exist other than appearing on the mod list. There are no errors anywhere when loading the mod by itself so I've got absolutely nothing to go off of, any clue what's causing this? ( Already tried fresh installation of PZ and force-update of the mod )
LOG : General , 1645872607368> 301,402,662> 1645872607368 znet: ZNetFriends::OnPersonaStateChange
ERROR: General , 1645872641713> 301,437,008> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __concat not defined for operands: Oven and null at KahluaUtil.fail line:82.
ERROR: General , 1645872641714> 301,437,008> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: __concat not defined for operands: Oven and null
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:805)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:88)
at zombie.input.GameKeyboard.update(GameKeyboard.java:106)
at zombie.GameWindow.logic(GameWindow.java:240)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:744)
at zombie.GameWindow.run_ez(GameWindow.java:660)
at zombie.GameWindow.mainThread(GameWindow.java:474)
at java.base/java.lang.Thread.run(Unknown Source)
LOG : General , 1645872641714> 301,437,009> -----------------------------------------
STACK TRACE
-----------------------------------------
function: showRadialMenu -- file: ISCommonMenu.lua line # 31
function: showRadialMenu -- file: ISCommonMenu.lua line # 20
function: showRadialMenu -- file: ISTrailerHomeMenu.lua line # 6
function: showRadialMenu -- file: rSemiTruck.Lightbar.lua line # 94
function: onKeyStartPressed -- file: ISUIHandler.lua line # 52
https://pastebin.com/e5BsyZaf
This can cause issues with overlays of other mods because this mod breaks the "GasTank" Configuration for other mods.
ISCarMechanicsOverlay.PartList["GasTank"].vehicles = ISCarMechanicsOverlay.PartList["GasTank"].vehicles or {};
ISCarMechanicsOverlay.PartList["GasTank"] = {img="gastank", x=52,y=449,x2=136,y2=502};
The last line most likely has to be
ISCarMechanicsOverlay.PartList["GasTank"].vehicles["m113_"] = {img="gastank", x=52,y=449,x2=136,y2=502};
instead. Currently it breaks the GasTank array.
Not sure how experienced you are with development in general -
The last line (as it currently is) removes the "vehicles" subtable from
ISCarMechanicsOverlay.PartList["GasTank"]
This is because that line is an assignment with the new value being
{img="gastank", x=52,y=449,x2=136,y2=502}
and there is no "vehicles" subtable in there anymore.
Which means if someone tries to do this afterwards (e.g. another mod adds his car to the GasTank vehicle definition table)
ISCarMechanicsOverlay.PartList["GasTank"].vehicles["something"] = {...}
it causes an error because the table "vehicles" no longer exists inside "GasTank"
Open the pause menu, on the lower right there's a "Mods" button. See which mod in that list turned red.
It's not that I don't believe you, it's just I have no idea how to replicate that.
One possible cause is, if you speed off the moment you get into a vehicle (like if the engine is already running) the player won't close the door. My M113 doesn't have the hatches animated, so it's hard to notice. With some modded vehicles it's more obvious.
Yeah I'm seeing the same thing with the Humvee when you take off too fast and the door is still open.