Blaubeerman
Angehöriger
Ich habe das Problem, daß mir ein Skript aus "Beyond Reach" (SSE) das Log zumüllt und möglicherweise auch sonst einige Unruhe stiftet. Die Meldung sieht so aus:
[04/26/2017 - 01:27:20PM] error: Cannot call Cast() on a None object, aborting function call stack:
[ (0C2896F9)].ArnimaLoopSpellScript.onBeginState() - "ArnimaLoopSpellScript.psc" Line 74
[ (0C2896F9)].ArnimaLoopSpellScript.GotoState() - "Form.psc" Line ?
[ (0C2896F9)].ArnimaLoopSpellScript.OnLoad() - "ArnimaLoopSpellScript.psc" Line 42
Läßt sich rauskriegen, wo da der Wurm drin steckt und warum das Skript läuft, obwohl ich garnicht im Gebiet der Mod bin?
Und gibt es eine Möglichkeit das zu stoppen?
Bye, Bbm.
[04/26/2017 - 01:27:20PM] error: Cannot call Cast() on a None object, aborting function call stack:
[ (0C2896F9)].ArnimaLoopSpellScript.onBeginState() - "ArnimaLoopSpellScript.psc" Line 74
[ (0C2896F9)].ArnimaLoopSpellScript.GotoState() - "Form.psc" Line ?
[ (0C2896F9)].ArnimaLoopSpellScript.OnLoad() - "ArnimaLoopSpellScript.psc" Line 42
Scriptname ArnimaLoopSpellScript extends ObjectReference
{Script that fires a spell at a target in random intervals.}
import utility
import weapon
import debug
bool Property Looping auto hidden
float Property WaitTimer Auto hidden
float Property WaitTimer2 Auto hidden
float Property WaitTimer3 Auto hidden
int property prereqStageOPT = -1 auto
Objectreference property TargetObj auto
Objectreference property Source auto
Objectreference property Source2 auto
Objectreference property Source3 auto
Objectreference property Source4 auto
Objectreference property Source5 auto
Objectreference property Source6 auto
quest property myQuest auto
Spell property Firedspell auto
float property lowerlimit auto
float property upperlimit auto
float property lowerlimit2 auto
float property upperlimit2 auto
float property lowerlimit3 auto
float property upperlimit3 auto
Event Ontriggerenter(objectReference triggerRef)
if prereqStageOPT == -1 || MyQuest.getStageDone(prereqStageOPT) == 1
Looping = TRUE
GoToState("FireLoop")
endif
endEVENT
Event Onload()
if prereqStageOPT == -1 || MyQuest.getStageDone(prereqStageOPT) == 1
Looping = TRUE
GoToState("FireLoop")
endif
endEVENT
Event Onunload()
Looping = FALSE
GoToState("Waiting")
endEVENT
auto state Waiting
;Waiting...
endstate
state FireLoop
EVENT OnBeginState()
;trace("DARYL - In 'FireLoop' State")
;Looping = TRUE
;trace("DARYL - Setting 'Looping' to " + Looping)
While(Looping)
;trace ("DARYL - Entering WHILE loop and waiting " + waitTimer + " seconds before firing.")
waitTimer = randomFloat(Lowerlimit, UpperLimit)
waitTimer2 = randomFloat(Lowerlimit2, UpperLimit2)
waitTimer3 = randomFloat(Lowerlimit3, UpperLimit3)
;trace ("DARYL - Now setting the WaitTimer to " + waitTimer)
wait(waitTimer)
if (self as ObjectReference).IsEnabled()
FiredSpell.Cast(Source, TargetObj)
FiredSpell.Cast(Source2, TargetObj)
wait(waitTimer2)
FiredSpell.Cast(Source3, TargetObj)
FiredSpell.Cast(Source4, TargetObj)
wait(waitTimer3)
FiredSpell.Cast(Source5, TargetObj)
FiredSpell.Cast(Source6, TargetObj)
;trace ("DARYL - Marker isn't loaded, no longer firing")
else
;trace ("DARYL - Marker isn't loaded, no longer firing")
Looping = False
endif
endWhile
goToState("Waiting")
endEvent
endstate
{Script that fires a spell at a target in random intervals.}
import utility
import weapon
import debug
bool Property Looping auto hidden
float Property WaitTimer Auto hidden
float Property WaitTimer2 Auto hidden
float Property WaitTimer3 Auto hidden
int property prereqStageOPT = -1 auto
Objectreference property TargetObj auto
Objectreference property Source auto
Objectreference property Source2 auto
Objectreference property Source3 auto
Objectreference property Source4 auto
Objectreference property Source5 auto
Objectreference property Source6 auto
quest property myQuest auto
Spell property Firedspell auto
float property lowerlimit auto
float property upperlimit auto
float property lowerlimit2 auto
float property upperlimit2 auto
float property lowerlimit3 auto
float property upperlimit3 auto
Event Ontriggerenter(objectReference triggerRef)
if prereqStageOPT == -1 || MyQuest.getStageDone(prereqStageOPT) == 1
Looping = TRUE
GoToState("FireLoop")
endif
endEVENT
Event Onload()
if prereqStageOPT == -1 || MyQuest.getStageDone(prereqStageOPT) == 1
Looping = TRUE
GoToState("FireLoop")
endif
endEVENT
Event Onunload()
Looping = FALSE
GoToState("Waiting")
endEVENT
auto state Waiting
;Waiting...
endstate
state FireLoop
EVENT OnBeginState()
;trace("DARYL - In 'FireLoop' State")
;Looping = TRUE
;trace("DARYL - Setting 'Looping' to " + Looping)
While(Looping)
;trace ("DARYL - Entering WHILE loop and waiting " + waitTimer + " seconds before firing.")
waitTimer = randomFloat(Lowerlimit, UpperLimit)
waitTimer2 = randomFloat(Lowerlimit2, UpperLimit2)
waitTimer3 = randomFloat(Lowerlimit3, UpperLimit3)
;trace ("DARYL - Now setting the WaitTimer to " + waitTimer)
wait(waitTimer)
if (self as ObjectReference).IsEnabled()
FiredSpell.Cast(Source, TargetObj)
FiredSpell.Cast(Source2, TargetObj)
wait(waitTimer2)
FiredSpell.Cast(Source3, TargetObj)
FiredSpell.Cast(Source4, TargetObj)
wait(waitTimer3)
FiredSpell.Cast(Source5, TargetObj)
FiredSpell.Cast(Source6, TargetObj)
;trace ("DARYL - Marker isn't loaded, no longer firing")
else
;trace ("DARYL - Marker isn't loaded, no longer firing")
Looping = False
endif
endWhile
goToState("Waiting")
endEvent
endstate
Läßt sich rauskriegen, wo da der Wurm drin steckt und warum das Skript läuft, obwohl ich garnicht im Gebiet der Mod bin?
Und gibt es eine Möglichkeit das zu stoppen?
Bye, Bbm.