I did some debbuging, and I tracked down some of the problem, it seems HandleAnimEvent isn't called when the npc fires. It runs the firing anims all fines but the event doesn't trigger the firebullet ...
And also the assert about the leaf system has some references to a basenpc, which I guess is the metropolice, so I guess you're right that its related. But how to fix it ? On Sun, Nov 27, 2011 at 6:19 PM, Psy_Commando <psycomma...@gmail.com> wrote: > 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* >>>>>> >>>>> >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>>> >>>> >>>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >> >> >> -- >> -Tony >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >
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