Closed Hekateras closed 1 year ago
Sound issue:
Mar 20 00:29:44 -- Viz traceback:
game/client/gameplay/unitrig.lua:271: bad argument #1 to 'gsub' (string expected, got nil)
stack traceback:
[C] in function 'gsub'
game/client/gameplay/unitrig.lua:271 in function 'oldplaySound'
workshop-569390373/unitrig.lua:53 in function 'playSound'
game/client/gameplay/agentrig.lua:1227 in function 'onSimEvent'
game/client/gameplay/unitrig.lua:590 in function 'onSimEvent'
game/client/gameplay/agentrig.lua:2097 in function 'onSimEvent'
game/client/gameplay/dronerig.lua:111 in function <game/client/gameplay/dronerig.lua:38>
(tail call) ?
game/client/gameplay/boardrig.lua:1266 in function 'old_onSimEvent'
workshop-569390373/boardrig.lua:98 in function 'old_onSimEvent'
workshop-1745350836/boardrig.lua:38 in function 'onSimEvent'
game/client/gameplay/viz_manager.lua:21 in function 'fn'
game/client/gameplay/viz_manager.lua:291 in function <game/client/gameplay/viz_manager.lua:289>
Mar 20 00:29:44 -- [LUA] Can't pack or unpack sim history when there is modded content installed.
Quick notes on the smoke vision:
It's not the usual Magic Vision (diagonal-facing guards see the 2 orthogonal spaces closest to their main vision cone). This triggers when the specdroid is facing orthogonally.
The same thing happens with a search-drone, so it may be an issue with 360 vision, somehow.
Found out why the drone has vision.
After the diagonal Magic Vision check, there's another Magic Vision check for "if unit has 360+ vision arc, then grant magic vision on all orthogonal cells with open exits". This has the functional effect of allowing agents moving through smoke to see adjacent units to steal/KO.
With mods, this has the effect of some select units being able to see through smoke
Amazing CBF to the rescue :D
Finally fixed the android gun sound issue in v0.31.0, thanks to Qoala