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[KSP 1.10.1] Destruction Effects v1.12.0 (09/23/20)


jrodriguez

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An idea woudl be to have a 4 different effects (particle FX i mean) 2 with the old effect and 2 with the new one, one short one long and be able to switch between them using a config or smth.

Also, idk if it's a feature but if I use the autostrutting it trigger the fx at takeoff on the parts with autostruts, it will also trigger again on those parts if a part break (any part) or a kerbal eva if you use the old fx it never goes away unlike the other one and if I use the autostrutting it trigger the fx at as soon as physics kick in on the parts with autostruts, it will also trigger again on those parts if a part break (any part) or a kerbal eva (if autostruts ofc)

It's pretty taxing on the pc and make it unplayable rather quickly, rigid attachment doesn't do it though.

I'll make a log later, I just stumbled upon this thread on a break to prepare my lab so no game right now ^_^

I hope this will be helpful in some way, have a nice day

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An other idea with the fx, give it a starting velocity like 90% of the one of the emitter then slowing down to a steady rise as it does rn, sometimes it look a bit silly to have a very fast object leaving a perfectly still trail of smoke and fire.
Especially noticable with the new effect in my opinion.
Look at the flame effect in beamNG drive to see what I mean 

Edited by Falco01
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That response was to a request to make the duration user definable, which is different then making it toggleable between two settings, now isn't it?

Heck, this request literally requires no coding, if there is large enough demand for it (at least a few people have shown interest) they could just recompile the plugin with different settings and have seperate downloads. That wouldn't be unprecedented; there are a number of visual mods that offer low and high res versions. 

Edited by Errol
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18 hours ago, Errol said:

 

Heck, this request literally requires no coding,

Oh, so toggles for settings don't reqiure coding?

Listen, almost everything reqiures coding. Anything that has to do with GUI's reqiure codes. Heck, to even run the GUI's and stuff, it all reqiures coding.

Mods, these are the things that esspecialy reqiure coding, because they are different parts (or whatever the mod is about) that are not stock. Probaly everything in this game has at least a little bit of coding.

There. Now let's not argue about this any further or a moderator will give us a warning point.

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18 hours ago, Errol said:

That response was to a request to make the duration user definable, which is different then making it toggleable between two settings, now isn't it?

Heck, this request literally requires no coding, if there is large enough demand for it (at least a few people have shown interest) they could just recompile the plugin with different settings and have seperate downloads. That wouldn't be unprecedented; there are a number of visual mods that offer low and high res versions. 

As @Murican_Jeb said. it requires coding - Not a lot but a maybe a couple of hours of my time to make it configurable. The thing is that I have a lot of more interesting stuff to do at this very moment (I have to continue working on the next release of BDArmory and also I'm playing RO/RSS !)

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One thing to note - whatever the FX for DestructionFX ends up being, the KSP Particle Emitter(s) used for DFX need to be updated to use the TransparentFX layer - without it, particle FX is regarded as solid and propagates mach/re-entry FX as if it were part of the vessel proper, resulting rendering weirdness and a substantial drop in FPS.

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Forgive me for assuming that duration would be a single parameter in code, making it simple to release two seperate versions of the plugin entirely, each compiled with a different value in that parameter and a unique filename/download. If it is actually more complicated then that, forgive my ignorance and I'll drop it. 

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  • 3 weeks later...

Getting nullrefs when loading:

Spoiler

 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(PartJoint, Single)
PartJoint:DestroyJoint()
Part:ReleaseAutoStruts()
Part:OnDestroy()
 
(Filename:  Line: -1)

Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(PartJoint, Single)
PartJoint:DestroyJoint()
Part:ReleaseAutoStruts()
Part:OnDestroy()
 
(Filename:  Line: -1)

Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(PartJoint, Single)
PartJoint:DestroyJoint()
Part:ReleaseAutoStruts()
Part:OnDestroy()
 
(Filename:  Line: -1)

Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(PartJoint, Single)
PartJoint:DestroyJoint()
Part:ReleaseAutoStruts()
Part:OnDestroy()
 
(Filename:  Line: -1)

Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(PartJoint, Single)
PartJoint:DestroyJoint()
Part:ReleaseAutoStruts()
Part:OnDestroy()
 
(Filename:  Line: -1)

Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(PartJoint, Single)
PartJoint:DestroyJoint()
Part:ReleaseAutoStruts()
Part:OnDestroy()
 
(Filename:  Line: -1)

Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(PartJoint, Single)
PartJoint:DestroyJoint()
Part:ReleaseAutoStruts()
Part:OnDestroy()
 
(Filename:  Line: -1)

Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(PartJoint, Single)
PartJoint:DestroyJoint()
Part:ReleaseAutoStruts()
Part:OnDestroy()
 

 

Full log here:https://www.dropbox.com/s/i7df2o4mmx55izm/outputlog4dmagic.zip?dl=0

 

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7 minutes ago, linuxgurugamer said:

Getting nullrefs when loading:

  Hide contents

 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(PartJoint, Single)
PartJoint:DestroyJoint()
Part:ReleaseAutoStruts()
Part:OnDestroy()
 
(Filename:  Line: -1)

Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(PartJoint, Single)
PartJoint:DestroyJoint()
Part:ReleaseAutoStruts()
Part:OnDestroy()
 
(Filename:  Line: -1)

Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(PartJoint, Single)
PartJoint:DestroyJoint()
Part:ReleaseAutoStruts()
Part:OnDestroy()
 
(Filename:  Line: -1)

Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(PartJoint, Single)
PartJoint:DestroyJoint()
Part:ReleaseAutoStruts()
Part:OnDestroy()
 
(Filename:  Line: -1)

Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(PartJoint, Single)
PartJoint:DestroyJoint()
Part:ReleaseAutoStruts()
Part:OnDestroy()
 
(Filename:  Line: -1)

Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(PartJoint, Single)
PartJoint:DestroyJoint()
Part:ReleaseAutoStruts()
Part:OnDestroy()
 
(Filename:  Line: -1)

Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(PartJoint, Single)
PartJoint:DestroyJoint()
Part:ReleaseAutoStruts()
Part:OnDestroy()
 
(Filename:  Line: -1)

Exception handling event onPartJointBreak in class FlamingJoints:System.NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at DestructionEffects.FlamingJoints.ShouldFlamesBeAttached (.PartJoint partJoint) [0x00000] in <filename unknown>:0 
  at DestructionEffects.FlamingJoints.OnPartJointBreak (.PartJoint partJoint, Single breakForce) [0x00000] in <filename unknown>:0 
  at EventData`2[PartJoint,System.Single].Fire (.PartJoint data0, Single data1) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(PartJoint, Single)
PartJoint:DestroyJoint()
Part:ReleaseAutoStruts()
Part:OnDestroy()
 

 

Full log here:https://www.dropbox.com/s/i7df2o4mmx55izm/outputlog4dmagic.zip?dl=0

 

Yes.I've seen that today too...I will do a hotfix  Thanks!

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  • 2 weeks later...
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