Lua Error
JCD
Join Date: 2005-01-07 Member: 33150Members, Reinforced - Shadow
Got a weird LUA Error Playing some rounds have just noticed it as I was looking for something in the console but thought, hey maybe it could cause a bug in the future.
Error: lua/Weapons/Marine/Rifle.lua:330: Attempt to access an object that no longer exists (was type Cinematic)
[Client] Script Error #1: lua/Weapons/Marine/Rifle.lua:330: Attempt to access an object that no longer exists (was type Cinematic)
Call stack:
#1: __index [C]:-1
#2: f1 lua/Weapons/Marine/Rifle.lua:330
self = Rifle-1383 {alive=true, ammo=200, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, blockingPrimary=false, blockingSecondary=false, clip=0, collisionRep=0, deployed=true, health=400, healthIgnored=false, isHolstered=false, lastTimeSprinted=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=2, maxArmor=0, maxHealth=400, modelIndex=85, physicsGroup=9, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=false, reloaded=false, reloading=true, secondaryAttacking=false, sighted=false, soundType=3, syncHealth=false, teamNumber=1, techId=137, timeAttackStarted=1163.58984375, timeLastHealed=0 }
#3: OnClientPrimaryAttackEnd [string "Rifle_OnClientPrimaryAttackEnd2"]:15
self = Rifle-1383 {alive=true, ammo=200, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, blockingPrimary=false, blockingSecondary=false, clip=0, collisionRep=0, deployed=true, health=400, healthIgnored=false, isHolstered=false, lastTimeSprinted=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=2, maxArmor=0, maxHealth=400, modelIndex=85, physicsGroup=9, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=false, reloaded=false, reloading=true, secondaryAttacking=false, sighted=false, soundType=3, syncHealth=false, teamNumber=1, techId=137, timeAttackStarted=1163.58984375, timeLastHealed=0 }
arg1 = nil
#4: UpdateAttackEffects lua/Weapons/ClientWeaponEffectsMixin.lua:112
self = Rifle-1383 {alive=true, ammo=200, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, blockingPrimary=false, blockingSecondary=false, clip=0, collisionRep=0, deployed=true, health=400, healthIgnored=false, isHolstered=false, lastTimeSprinted=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=2, maxArmor=0, maxHealth=400, modelIndex=85, physicsGroup=9, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=false, reloaded=false, reloading=true, secondaryAttacking=false, sighted=false, soundType=3, syncHealth=false, teamNumber=1, techId=137, timeAttackStarted=1163.58984375, timeLastHealed=0 }
deltaTime = 0.011874553747475
primaryAllowed = false
secondaryAllowed = false
primaryAttacking = false
secondaryAttacking = false
#5: lua/Weapons/ClientWeaponEffectsMixin.lua:173
deltaTime = 0.011874553747475
(for generator) = function
(for state) = TagEntityList { }
(for control) = 1
_ = 1
weapon = Rifle-1383 {alive=true, ammo=200, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, blockingPrimary=false, blockingSecondary=false, clip=0, collisionRep=0, deployed=true, health=400, healthIgnored=false, isHolstered=false, lastTimeSprinted=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=2, maxArmor=0, maxHealth=400, modelIndex=85, physicsGroup=9, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=false, reloaded=false, reloading=true, secondaryAttacking=false, sighted=false, soundType=3, syncHealth=false, teamNumber=1, techId=137, timeAttackStarted=1163.58984375, timeLastHealed=0 }
[Client] Script Error #1: lua/Weapons/Marine/Rifle.lua:330: Attempt to access an object that no longer exists (was type Cinematic)
Call stack:
#1: __index [C]:-1
#2: f1 lua/Weapons/Marine/Rifle.lua:330
self = Rifle-1383 {alive=true, ammo=200, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, blockingPrimary=false, blockingSecondary=false, clip=0, collisionRep=0, deployed=true, health=400, healthIgnored=false, isHolstered=false, lastTimeSprinted=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=2, maxArmor=0, maxHealth=400, modelIndex=85, physicsGroup=9, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=false, reloaded=false, reloading=true, secondaryAttacking=false, sighted=false, soundType=3, syncHealth=false, teamNumber=1, techId=137, timeAttackStarted=1163.58984375, timeLastHealed=0 }
#3: OnClientPrimaryAttackEnd [string "Rifle_OnClientPrimaryAttackEnd2"]:15
self = Rifle-1383 {alive=true, ammo=200, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, blockingPrimary=false, blockingSecondary=false, clip=0, collisionRep=0, deployed=true, health=400, healthIgnored=false, isHolstered=false, lastTimeSprinted=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=2, maxArmor=0, maxHealth=400, modelIndex=85, physicsGroup=9, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=false, reloaded=false, reloading=true, secondaryAttacking=false, sighted=false, soundType=3, syncHealth=false, teamNumber=1, techId=137, timeAttackStarted=1163.58984375, timeLastHealed=0 }
arg1 = nil
#4: UpdateAttackEffects lua/Weapons/ClientWeaponEffectsMixin.lua:112
self = Rifle-1383 {alive=true, ammo=200, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, blockingPrimary=false, blockingSecondary=false, clip=0, collisionRep=0, deployed=true, health=400, healthIgnored=false, isHolstered=false, lastTimeSprinted=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=2, maxArmor=0, maxHealth=400, modelIndex=85, physicsGroup=9, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=false, reloaded=false, reloading=true, secondaryAttacking=false, sighted=false, soundType=3, syncHealth=false, teamNumber=1, techId=137, timeAttackStarted=1163.58984375, timeLastHealed=0 }
deltaTime = 0.011874553747475
primaryAllowed = false
secondaryAllowed = false
primaryAttacking = false
secondaryAttacking = false
#5: lua/Weapons/ClientWeaponEffectsMixin.lua:173
deltaTime = 0.011874553747475
(for generator) = function
(for state) = TagEntityList { }
(for control) = 1
_ = 1
weapon = Rifle-1383 {alive=true, ammo=200, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, blockingPrimary=false, blockingSecondary=false, clip=0, collisionRep=0, deployed=true, health=400, healthIgnored=false, isHolstered=false, lastTimeSprinted=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=2, maxArmor=0, maxHealth=400, modelIndex=85, physicsGroup=9, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=false, reloaded=false, reloading=true, secondaryAttacking=false, sighted=false, soundType=3, syncHealth=false, teamNumber=1, techId=137, timeAttackStarted=1163.58984375, timeLastHealed=0 }
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