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ActionMoveToPoint engine log after update

ForSeriousForSerious Member Posts: 478
edited January 21 in Builders - Scripting
I would not be surprised to learn that this is form something I have scripted wrong, but either way, now my server log is getting this entry about every heartbeat:
(nwsobjectai.cpp:97:RunActions): EXOWARNING: Only creatures can run ActionMoveToPoint nObjectType == COBJECT_TYPE_CREATURE

Any ideas? I've searched through my scripts, and none of them use ActionMoveToPoint.

Comments

  • ForSeriousForSerious Member Posts: 478
    I did find some calls to ActionMoveToObject in a heartbeat script. I put a little check in so that it wouldn't run if none of the players are in the area. That seems to have reduced the log entries.
  • MelkiorMelkior Member Posts: 222
    What I'd suggest is that you insert a check which only assigns the action to the object if its object type is a creature. That should eliminate the problem.
    But if a script is assigning an action to an object, that indicates to me that the script is being used incorrectly in the first place.
    Maybe there's an AoE which is grabbing all objects within range instead of only grabbing all creatures within range?
    Maybe you attached a creature's heartbeat script to a placeable's heartbeat script?
    Or perhaps the clue is in that "COBJECT_TYPE_CREATURE" which might need to be "OBJECT_TYPE_CREATURE" instead? Is there a custom object type defined in a HAK file and are you attempting to use that custom object type? Or did you accidentally add the C to the start of the object type in a script and that misspelling is somehow not being detected at compile time?
    Those are just a few things to check.
  • ForSeriousForSerious Member Posts: 478
    I think COBJECT is just a mistyping.
    Melkior wrote: »
    Maybe you attached a creature's heartbeat script to a placeable's heartbeat script?
    Found it! That was it.

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