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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]


nightingale

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I'm editing a repeatable contract from a certain mod so that some fraction of the "advanceFunds" variable is only added when the contract hasn't been completed before. This aims to simulate the development costs of the new capsule which, obviously, shouldn't be payed for subsequent contracts. Anyways, the contract already includes the following Behaviour node:

BEHAVIOUR
{
  name = IncrementTheCount
  type = Expression

  CONTRACT_COMPLETED_SUCCESS
  {
  	HSFOrbitalLEO3Repeatable_Count = $HSFOrbitalLEO3Repeatable_Count + 1
  }
}

Can I reference HSFOrbitalLEO3Repeatable_Count on the "advanceFunds" variable? I imagine something like this

advanceFunds = ($HSFOrbitalLEO3Repeatable_Count == 0? 1155000 : 0) + (6000 * (8 + (@DurationText * 0.2))) * 1.2

should be possible, right?...

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On 3/29/2020 at 4:03 PM, Morphisor said:

Any contract pack should work for any version supported by Contract configurator, unless otherwise stated.

It's not that simple. CKAN marks CC as compatible with any KSP version, but people are having lots of problems in latest KSP versions according to posts in contract pack-specific threads. Is it really 1.9.1-compatible like CKAN claims?

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Well, I believe CC by itself has some basic contracts of its own? If so, install ONLY CC, NO other contract packs, and then test it... if it works... Then it's compatable...
If you (or anyone testing this way), has issues, *THEN* post them here, with description of the issue, steps to reproduce, and links to logs...

Until then, saying there are issues with external Contract Packs, is kinda pointless, and just pointing the finger at CC, with no real evidence to say that CC is *not* 1.9.1 compatable... vOv

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There are no contracts bundled with CC. I'm not currently aware of any specific issues with CC in 1.9, though I admit not having tested for it and I'm sure it's possible.

However, if there are any issues, they will only show themselves using specific contracts. If anything, all I can of that would have changed is a certain syntax or module reference. So in order to track the issue(s) down, anyone who finds any should provide detailed information on the steps to reproduce the issue.

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Hey I wonder if I can ask a question about syntax here? - can I "repeat" a part of the configuration "for each element in a list", or in other words: use an iterator inside a behaviour node?

Currently I have a (working) solution that is like:

	    BEHAVIOUR
    {
        type = ChangeKerbalType
	        onState = CONTRACT_COMPLETED
	        KERBAL_INFO
        {
            kerbal = @/candidates.ElementAt(0)
            trait = @/candidate_traits.Random()
            kerbalType = Crew
        }
	        KERBAL_INFO
        {
            kerbal = @/candidates.ElementAt(1)
            trait = @/candidate_traits.Random()
            kerbalType = Crew
        }
	        KERBAL_INFO
        {
            kerbal = @/candidates.ElementAt(2)
            trait = @/candidate_traits.Random()
            kerbalType = Crew
        }
    }
	

With candidates and candidate_traits being lists. This sets at completion the trait of candidates to a random trait. However I wish to update this to not explicitly call `ElementAt(x)` and instead reuse the whole `KERBAL_INFO` part for each candidate inside the candidates. Something like:

	    BEHAVIOUR
    {
        type = ChangeKerbalType
	        onState = CONTRACT_COMPLETED
	        for (candidate in @/candidates) 
	        KERBAL_INFO
        {
            ITERATOR 
            {
                type = Kerbal
                kerbal = @/candidates
            }
            trait = @/candidate_traits.Random()
            kerbalType = Crew
        }
    }
	

 

However that doesn't seem to work, when I do above the following error occurs (in alt-f10 menu):
 

[ERROR] ContractConfigurator.ChangeKerbalTypeFactory: CONTRACT_TYPE 'Tourism_SpaceCamp', BEHAVIOUR '' of type 'ChangeKerbalType: Missing required value 'kerbal'

 

so how to iterate in behaviour nodes?

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I was playing my save with ExplorationPlus when some quirks of the planet pack im using halted my career due to the contract generator. unknown.png

The Brownish-orange planet is the homeworld, and after completing the initial contracts for the moons, NextUnreachedBody() tells me to flyby Destiny (the big/whitish star). This is an issue given how early in the career it happens (the closest you get to the stars before this is "escape kerbin"). I eventually managed to exclude those two stars, but then it gave me Kerbol, which in this pack is very very far away. (blue orbit in the next picture)

unknown.png

I then installed ProgressionParser to get the progression list:

[LOG 13:27:05.118] [ProgressionParser]: Body 0 is Armstrong
[LOG 13:27:05.118] [ProgressionParser]: Body 1 is Lua
[LOG 13:27:05.118] [ProgressionParser]: Body 2 is Ash
[LOG 13:27:05.118] [ProgressionParser]: Body 3 is Sun
[LOG 13:27:05.118] [ProgressionParser]: Body 4 is Destiny
[LOG 13:27:05.118] [ProgressionParser]: Body 5 is Fate
[LOG 13:27:05.118] [ProgressionParser]: Body 6 is Kerbol
[LOG 13:27:05.119] [ProgressionParser]: Body 7 is Verna
[LOG 13:27:05.119] [ProgressionParser]: Body 8 is Drohze
[LOG 13:27:05.119] [ProgressionParser]: Body 9 is Dynasty
[LOG 13:27:05.119] [ProgressionParser]: Body 10 is Janus
[LOG 13:27:05.119] [ProgressionParser]: Body 11 is Lond
[LOG 13:27:05.119] [ProgressionParser]: Body 12 is Eterna
[LOG 13:27:05.119] [ProgressionParser]: Body 13 is Talon
[LOG 13:27:05.119] [ProgressionParser]: Body 14 is Tau
[LOG 13:27:05.119] [ProgressionParser]: Body 15 is Tribute
[LOG 13:27:05.119] [ProgressionParser]: Body 16 is Hydrus
[LOG 13:27:05.119] [ProgressionParser]: Body 17 is Hydron
[LOG 13:27:05.119] [ProgressionParser]: Body 18 is Scaythe
[LOG 13:27:05.119] [ProgressionParser]: Body 19 is Scindo
[LOG 13:27:05.119] [ProgressionParser]: Body 20 is Gateway
[LOG 13:27:05.119] [ProgressionParser]: Body 21 is Kohm
[LOG 13:27:05.119] [ProgressionParser]: Body 22 is Eidos
[LOG 13:27:05.119] [ProgressionParser]: Body 23 is Ansia
[LOG 13:27:05.119] [ProgressionParser]: Body 24 is Proxim
[LOG 13:27:05.119] [ProgressionParser]: Body 25 is Jade
[LOG 13:27:05.119] [ProgressionParser]: Body 26 is Vasto
[LOG 13:27:05.119] [ProgressionParser]: Body 27 is Voss
[LOG 13:27:05.119] [ProgressionParser]: Body 28 is Fury
[LOG 13:27:05.119] [ProgressionParser]: Body 29 is Anger
[LOG 13:27:05.119] [ProgressionParser]: Body 30 is Rock

It seems to do the moons of the homeworld and the two stars before leaving the solar system for the kerbol system. It does not return to the starting system until Body 16. Is there any way to reorder the list of unreached bodies so that I at least visit all the planets in the solar system before leaving it? if not, is there a way to generate a repeating contract for each body in a manually defined list?

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By curiosity, is it possible with ContractConfigurator to have actions on cooling parts like radiators?
The question is for a Skylab mission, the idea is to cool the Skylab that was too hot.

Late Edit:
I'm struggling to understand why despite a PartValidation line, the part is not mentioned in my contract :huh::
explor11.jpg

explor10.jpg

Edited by ndiver
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  • 3 weeks later...

Hey everyone. I'm learning how to create custom contracts and I have an issue I'd like to ask your advice for. I'm trying to extract orbital period time of HomeWorld (so that I could define deadlines in a parametric way). In the documentation for CC I found a Period() method which should do exactly that, however it is a method for Orbit class and not for CelestialBody class. Can anybody help me please?

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1 hour ago, Martin80 said:

Hey everyone. I'm learning how to create custom contracts and I have an issue I'd like to ask your advice for. I'm trying to extract orbital period time of HomeWorld (so that I could define deadlines in a parametric way). In the documentation for CC I found a Period() method which should do exactly that, however it is a method for Orbit class and not for CelestialBody class. Can anybody help me please?

This page ought to have what you're looking for: https://github.com/jrossignol/ContractConfigurator/wiki/CelestialBody-Type

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Exception occured while attempt to generate contract of type 'ExplorationPlus.ExplorationPlus-OrbitalManoeuvres':
System.NullReferenceException: Object reference not set to an instance of an object
  at ContractConfigurator.DockingFactory+<>c.<Generate>b__3_0 (ContractConfigurator.VesselIdentifier vi) [0x00000] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at System.Linq.Enumerable+SelectListIterator`2[TSource,TResult].ToList () [0x0002a] in <fbb5ed17eb6e46c680000f8910ebb50c>:0 
  at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <fbb5ed17eb6e46c680000f8910ebb50c>:0 
  at ContractConfigurator.Parameters.Docking..ctor (System.Collections.Generic.IEnumerable`1[T] vessels, System.String defineDockedVessel, System.String title) [0x0001e] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ContractConfigurator.DockingFactory.Generate (Contracts.Contract contract) [0x0002a] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ContractConfigurator.ParameterFactory.Generate (ContractConfigurator.ConfiguredContract contract, Contracts.IContractParameterHost contractParamHost) [0x00016] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ContractConfigurator.ParameterFactory.GenerateParameters (ContractConfigurator.ConfiguredContract contract, Contracts.IContractParameterHost contractParamHost, System.Collections.Generic.List`1[T] paramFactories) [0x0007e] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ContractConfigurator.ParameterFactory.GenerateParameters (ContractConfigurator.ConfiguredContract contract, Contracts.IContractParameterHost contractParamHost, System.Collections.Generic.List`1[T] paramFactories) [0x0008c] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ContractConfigurator.ContractType.GenerateParameters (ContractConfigurator.ConfiguredContract contract) [0x00000] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ContractConfigurator.ConfiguredContract.Initialize (ContractConfigurator.ContractType contractType) [0x00209] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 

This happened when I recovered a rocket from the launchpad after loading a saved game with the rocket on the launchpad.

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13 minutes ago, Krzeszny said:

This happened when I recovered a rocket from the launchpad after loading a saved game with the rocket on the launchpad.

That's an error with Exploration Plus, advise to get help in the thread of the contract pack in question.

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1 minute ago, Morphisor said:

That's an error with Exploration Plus, advise to get help in the thread of the contract pack in question.

The error window asked me to post it here, but ok, I'll repost it there.

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Is it possible for a CONTRACT_GROUP node to have multiple agents? I want to, for instance, make it so that contracts on group "Satellites" are randomly assigned by a pool of agencies based on real-life satellite providers, but all the examples I find only contain one agency per CONTRACT_GROUP. 

CONTRACT_TYPE, on the other hand, allows for a random contractor to be assigned by omitting the "agent" field. My question is: will this selection be made from the entire set of agencies, or is it possible to specify a subset?

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  • 2 weeks later...

Hi, I've noticed a few times that I've had a problem finishing contracts but when I cheat them they finish fine so I have just let it go.  I'm going to have to pay a lot more attention to what's happening to correct this I'm sure but...........  this is the error I'm getting.................

 

[ERR 12:07:51.501] Input is null for field 'agent' in config node 'CONTRACT_FINISHED'
  at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0
  at ConfigNode.AddValue (System.String name, System.String value) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0
  at Contracts.Contract.Save (ConfigNode node) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0
  at Contracts.ContractSystem.OnSave (ConfigNode gameNode) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0
  at ScenarioModule.Save (ConfigNode node) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0
  at ProtoScenarioModule..ctor (ScenarioModule module) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0
  at ScenarioRunner.UpdateModules () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0
  at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0
  at Game.Updated (GameScenes startSceneOverride) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0
  at VehicleAssemblyBuilding.OnClicked () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0
  at SpaceCenterBuilding.EnterBuilding () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0
  at SpaceCenterBuilding.OnLeftClick () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0
  at SpaceCenterBuilding+<OnMouseTap>d__49.MoveNext () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0

 

And it repeats at least 5 times in my log.  Maybe I have something installed wrong?  I can load my log file if needed.  If there isn't enough information here to help me no worries, I'll work on what I can to get that information!  Love this mod, no matter the errors.  If I have to, I'll live with them lol.

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@StoneWolfPC The missing agent is a known bug.  Create a patch file (any text file ending .cfg under GameData) with the following code and it should stop the error message.  The error don't seem to have an effect other than creating error messages in the log.

// Fix missing agent title string
@AGENT[*]:HAS[~title] { title = #$name$	}

 

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On 5/17/2020 at 12:38 PM, Tonka Crash said:

@StoneWolfPC The missing agent is a known bug.  Create a patch file (any text file ending .cfg under GameData) with the following code and it should stop the error message.  The error don't seem to have an effect other than creating error messages in the log.


// Fix missing agent title string
@AGENT[*]:HAS[~title] { title = #$name$	}

 

Thanks, but it never reproduced.  lol.  I'll remember this if it becomes an issue!  I have been going through all of my error logs and anything I can't reproduce I've just ignored, but my frame rate did stabilize.  I was getting thermal throttled due to old thermal paste.  Redid that, and suddenly I'm back to 40 fps average.

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Hello. I'm having a glitch where all my contracts completely reset. Like a completely empty archive and I get the "leave the launch pad" mission again. I don't know what's causing it but I this of a contract pack is my best guess. 

KSP Log: https://drive.google.com/file/d/1hzfoj7xVsr-0k0vROBqV08CLG-sZQndK/view?usp=sharing

Spoiler

[ERR 23:22:16.096] Input is null for field 'agent' in config node 'CONTRACT'
  at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at ConfigNode.AddValue (System.String name, System.String value) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at Contracts.Contract.Save (ConfigNode node) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at Contracts.ContractSystem.OnSave (ConfigNode gameNode) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ScenarioModule.Save (ConfigNode node) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ProtoScenarioModule..ctor (ScenarioModule module) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ScenarioRunner.UpdateModules () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at Game.Updated (GameScenes startSceneOverride) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at KSCPauseMenu.<draw>b__20_9 () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at DialogGUIButton.OptionSelected () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at DialogGUIButton.<Create>b__23_1 () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.UI.Button.Press () [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent () [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 

[ERR 23:22:16.097] Input is null for field 'agent' in config node 'CONTRACT'
  at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at ConfigNode.AddValue (System.String name, System.String value) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at Contracts.Contract.Save (ConfigNode node) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ContractConfigurator.ContractPreLoader.OnSave (ConfigNode node) [0x00000] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ScenarioModule.Save (ConfigNode node) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ProtoScenarioModule..ctor (ScenarioModule module) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ScenarioRunner.UpdateModules () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at Game.Updated (GameScenes startSceneOverride) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at KSCPauseMenu.<draw>b__20_9 () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at DialogGUIButton.OptionSelected () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at DialogGUIButton.<Create>b__23_1 () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.UI.Button.Press () [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent () [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 

[ERR 23:22:16.098] Input is null for field 'agent' in config node 'CONTRACT'
  at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at ConfigNode.AddValue (System.String name, System.String value) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at Contracts.Contract.Save (ConfigNode node) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ContractConfigurator.ContractPreLoader.OnSave (ConfigNode node) [0x00000] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ScenarioModule.Save (ConfigNode node) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ProtoScenarioModule..ctor (ScenarioModule module) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ScenarioRunner.UpdateModules () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at Game.Updated (GameScenes startSceneOverride) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at KSCPauseMenu.<draw>b__20_9 () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at DialogGUIButton.OptionSelected () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at DialogGUIButton.<Create>b__23_1 () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.UI.Button.Press () [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent () [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 

[ERR 23:22:16.099] Input is null for field 'agent' in config node 'CONTRACT'
  at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at ConfigNode.AddValue (System.String name, System.String value) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at Contracts.Contract.Save (ConfigNode node) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ContractConfigurator.ContractPreLoader.OnSave (ConfigNode node) [0x00000] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ScenarioModule.Save (ConfigNode node) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ProtoScenarioModule..ctor (ScenarioModule module) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ScenarioRunner.UpdateModules () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at Game.Updated (GameScenes startSceneOverride) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at KSCPauseMenu.<draw>b__20_9 () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at DialogGUIButton.OptionSelected () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at DialogGUIButton.<Create>b__23_1 () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.UI.Button.Press () [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent () [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 
  at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <e7863072d20d4124957779539fa3ff58>:0 

 

Edited by kirmie44
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