[Solved] Need Help with a couple of Reblance server spews
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E:\FL\Scratch\Source\Server\Space\EqObj.cpp(396) : *** WARNING: EqObj::use_item() couldn’t find target item on Client request.
get that one all the time totally randomly.
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_s_tractor_00] not supported/equippable!
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_s_tractor_02] not supported/equippable!
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_lb_engine_01] not supported/equippable!comes up alot, all my ships have tractor hardpoints >
i think its like the order ships and dreadnoughts causin them,
they all have hardpoints on cmp and added in shiparch.iniAnyone got any ways of trackin these down as they are so common ?>
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First is NPCs trying to use ammo-based weapons and not having ammo anymore. It’s not fixable unless you remove ammo-based weapons for NPCs.
The second one is often related to reusing bad loadouts, for instance a ship loadout on a base. Unfortunately it can be pretty hard to track down if you have lots of loadouts defined.
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If I remember correctly…
First one is NPC’s running out of ammo (or is it repair botts/batts too)? Ah, I see FF answered that already as I was typing this.
Second - do you really have a ge_scanner_00? Should it not be ge_scanner_01?
The other lines (and possibly this second line if you do have a ge_scanner_00) are because you have wrecks in the system that have scanners - they should not have scanners, nor engines, nor tractors, nor power plants, nor shields - but shields don’t cause errors. These loadouts are in DATA\SHIPS\loadouts.ini under SECRET_xxxx entries.
Note - these wrecks can have mounted weapons on hardpoints, but these are better when loaded as cargo because hardpoints are often removed when the wreck is generated, or on its destruction, together with the weapons mounted, and so they will not jettison their weapons as loot. Cargo is always jettisoned as loot. I usually put everything I want the player to have as “cargo = …”.
The last line is because you have a battleship as a dockable station in the system, and it should not have the engine. It should have power plant (infinite_power), and a scanner and the battleship rumbling sound (sfx_rumble_battleship). These loadouts are in DATA\SOLAR\loadouts.ini.
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Yo guys thx both for the speedy responces
I guess ill leave the first for now till i can bring my self to check all the loadouts one by one
“for instance a ship loadout on a base. Unfortunately it can be pretty hard to track down if you have lots of loadouts defined.” FF
Ill check base incase they been assigned ship loadouts but yeah defo is prooving to be hard to track down
“Second - do you really have a ge_scanner_00? Should it not be ge_scanner_01?” S_T
yeah i reworked scanners an banged in a 00 seems fine.
Im guessin from what u guys have said the others will all be bases with equip, defo not wrecks as i already altered all Secrets to be cargo= instead of equip=
thought they were npc flyable dreads cauin it but would make more sense if was bases causin the prob
Thx again
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Doesnt look like a base with a ships config
bases all have loadouts defined with no engines or tractorsunless a base which has X loadout is actually
calling on a ship loadout named Xsome bases have loadouts names same as ship loadouts.
but both seperate loadouts are defined in solar an ship loadouts.inistumped
Thx FF an ST
got me lookin in right place just needed to specify name - loadout -
Good-O ! Glad its fixed.
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BJ!