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Author Topic:  HasHistory in Dialog Paths  (Read 305 times)

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LB

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HasHistory in Dialog Paths
« on: December 26, 2017, 10:39:03 PM »
Total Miner: Forge.  Please take a photo of this screen and post it on TotalMinerForums.net, so that we can fix it. Thank you.

System.NullReferenceException: Object reference not set to an instance of an object.
   at StudioForge.TotalMiner.AI.HasHistoryNode.UpdateCore(ITMBehaviourExecutionEngine engine)
   at StudioForge.TotalMiner.DialogHandler.FindDialogNodeExecutingOtherNodesOnTheWay(BehaviourTree tree, BehaviourTreeNode node, INPCBehaviour npc, Boolean executeScripts)
   at StudioForge.TotalMiner.DialogHandler.get_CanTalkToNPC()
   at StudioForge.TotalMiner.Player.HandlePlayInput()
   at StudioForge.TotalMiner.Player.HandleInput(GamePadState pad, GamePadState lastpad)
   at StudioForge.TotalMiner.GameInstance.HandleInput(InputState input)
   at StudioForge.TotalMiner.Screens.GameplayScreen.HandleInput(InputState input)
   at StudioForge.Engine.GameState.ScreenManager.Update(Int32 index, Boolean otherScreenHasFocus)
   at StudioForge.Engine.GameState.ScreenManager.Update(GameTime donotuse)
   at Microsoft.Xna.Framework.Game.Update(GameTime gameTime)
   at StudioForge.Engine.Game.BaseGame.Update(GameTime gameTime)
   at StudioForge.TotalMiner.TotalMinerGame.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at StudioForge.Engine.Game.BaseGame.Run[T]()


Tried executing a script through NPC dialogue using HasHistory. Specifically if the history returned 'less than 1', then it would run the script but I got a blue screen instead.

After trying to recreate the blue screen, I can confirm it is the HasHistory and nothing specific inside of the HasHistory mark.

*edit* I have tried HasInventory and this does the same. The conditionals seem to be bugged.
« Last Edit: December 26, 2017, 10:49:05 PM by LB »

LB

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Re: HasHistory in Dialog Paths
« Reply #1 on: December 26, 2017, 10:43:45 PM »
When I set the dialogue, the NPC flickers when I'm in its sights. If I look at the NPC at all the game will crash.

Craig

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Re: HasHistory in Dialog Paths
« Reply #2 on: December 29, 2017, 03:04:55 AM »
fixed in 2.63