Here's the stacktrace for the attachment not found assert :

     Server.dll!CBaseAnimating::LookupAttachment(const char *
szName=0x19853144)  Line 1960 + 0xdf bytes    C++
     Server.dll!CAI_BaseActor::HeadTargetValidity(const Vector &
lookTargetPos={...})  Line 852 + 0xd bytes    C++
     Server.dll!CAI_BaseActor::MaintainLookTargets(float
flInterval=0.10000002)  Line 1685 + 0x26 bytes    C++
     Server.dll!CAI_BaseNPC::PostMovement()  Line 2997 + 0x1d bytes    C++
     Server.dll!CAI_BaseNPC::NPCThink()  Line 4081    C++
     Server.dll!CAI_BaseNPC::CallNPCThink()  Line 3888 + 0x12 bytes    C++
     Server.dll!CBaseEntity::Think()  Line 712 + 0x39 bytes    C++
     Server.dll!CBaseEntity::PhysicsDispatchThink(void (void)*
thinkFunc=0x18821222)  Line 1023 + 0x8 bytes    C++
     Server.dll!CBaseEntity::PhysicsRunSpecificThink(int nContextIndex=-1,
void (void)* thinkFunc=0x18821222)  Line 2108    C++
     Server.dll!CBaseEntity::PhysicsRunThink(CBaseEntity::thinkmethods_t
thinkMethod=THINK_FIRE_BASE_ONLY)  Line 1903 + 0xf bytes    C++
     Server.dll!CBaseEntity::StepSimulationThink(float dt=0.10000006)  Line
1738    C++
     Server.dll!CBaseEntity::PhysicsStep()  Line 1881    C++
     Server.dll!CBaseEntity::PhysicsSimulate()  Line 1862    C++
     Server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x07f4f100)
Line 2112 + 0x12 bytes    C++
     Server.dll!Physics_RunThinkFunctions(bool simulating=true)  Line 2169
+ 0xf bytes    C++
     Server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1310
+ 0xa bytes    C++
     engine.dll!0ae2a425()
     ...


And here's the one about the vectors are equals:
     Client.dll!CClientLeafSystem::ComputeBounds(int nCount=101,
CClientLeafSystem::RenderableInfo_t * * ppRenderables=0x0018324c,
CClientLeafSystem::BuildRenderListInfo_t * pRLInfo=0x001825b0)  Line 2315 +
0xa1 bytes    C++
     Client.dll!CClientLeafSystem::BuildRenderablesList(const
SetupRenderInfo_t & info={...})  Line 2607    C++
     Client.dll!CRendering3dView::SetupRenderablesList(int viewID=0)  Line
3530 + 0x24 bytes    C++
     Client.dll!CRendering3dView::BuildRenderableRenderLists(int viewID=0)
Line 3645    C++
     Client.dll!CBaseWorldView::DrawSetup(float waterHeight=0.00000000, int
nSetupFlags=10272, float waterZAdjust=0.00000000, int iForceViewLeaf=-1)
Line 5448    C++
     Client.dll!CSimpleWorldView::Draw()  Line 5600    C++
     Client.dll!CSimpleRenderExecutor::AddView(CRendering3dView *
pView=0x02c93200)  Line 953 + 0xf bytes    C++
     Client.dll!CViewRender::AddViewToScene(CRendering3dView *
pView=0x02c93200)  Line 329 + 0x3f bytes    C++
     Client.dll!CViewRender::DrawWorldAndEntities(bool bDrawSkybox=true,
const CViewSetup & viewIn={...}, int nClearFlags=34, ViewCustomVisibility_t
* pCustomVisibility=0x00000000)  Line 2920    C++
     Client.dll!CViewRender::ViewDrawScene(bool bDrew3dSkybox=false,
SkyboxVisibility_t nSkyboxVisible=SKYBOX_3DSKYBOX_VISIBLE, const CViewSetup
& view={...}, int nClearFlags=34, view_id_t viewID=VIEW_MAIN, bool
bDrawViewModel=true, int baseDrawFlags=0, ViewCustomVisibility_t *
pCustomVisibility=0x00000000)  Line 1448    C++
     Client.dll!CViewRender::RenderView(const CViewSetup & view={...},
const CViewSetup & hudViewSetup={...}, int nClearFlags=34, int
whatToDraw=3)  Line 2408    C++
     Client.dll!CViewRender::Render(vrect_t * rect=0x0018e588)  Line 1002 +
0x2b bytes    C++
     Client.dll!CHLClient::View_Render(vrect_t * rect=0x0018e588)  Line
1607 + 0x19 bytes    C++
     engine.dll!0ae1b796()
     ...


They both seems completely unrelated to the issue to me. Could you at least
explain how those could affect npc not firing at their targets ?


On Sun, Nov 27, 2011 at 6:01 PM, Tony "omega" Sergi <omegal...@gmail.com>wrote:

> and i'm pretty sure both of them are by the soldier trying to fire the gun.
>
>
>
> On Mon, Nov 28, 2011 at 7:37 AM, Psy_Commando <psycomma...@gmail.com>wrote:
>
>> They are holding a weapon, its just underground.
>>
>> About the errors, I don't know, those are asserts mostly having to do
>> with the stunstick and the combine soldier model.
>>
>> These 2 are repeated infinitely :
>> "
>> e:\project sfr local\asw_sfr\src\game\client\clientleafsystem.cpp (2315)
>> : Assertion Failed: VectorsAreEqual( vecTestMaxs, pInfo->m_vecAbsMaxs, 1e-3
>> )
>> e:\project sfr local\asw_sfr\src\game\server\baseanimating.cpp (1960) :
>> Couldn't find attachment forward on skeleton Combine_Soldier.mdl for object
>> comb1
>> "
>> But I'm pretty sure its some kind of conflict in the ai or weapon.
>>
>> On Sun, Nov 27, 2011 at 4:43 PM, Tony "omega" Sergi 
>> <omegal...@gmail.com>wrote:
>>
>>> I'm not entirely sure because it was hard to read, but if you fix all of
>>> the errors in the console spam, you might solve your issue...
>>>
>>>
>>>
>>> On Mon, Nov 28, 2011 at 5:25 AM, Psy_Commando <psycomma...@gmail.com>wrote:
>>>
>>>> yeah, they have smg1
>>>>
>>>>
>>>> On Sun, Nov 27, 2011 at 3:04 PM, Saul Rennison <saul.renni...@gmail.com
>>>> > wrote:
>>>>
>>>>> Do they even have their weapon equipped?
>>>>>
>>>>>
>>>>> Kind regards,
>>>>> *Saul Rennison*
>>>>>
>>>>
>>>
>>> _______________________________________________
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>>> please visit:
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>>>
>>>
>>>
>>
>> _______________________________________________
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>> please visit:
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>>
>>
>>
>
>
> --
> -Tony
>
>
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