ndiver Posted March 29, 2020 Share Posted March 29, 2020 Is there a list of functioning contract packs for KSP 1.8 / 1.9? Quote Link to comment Share on other sites More sharing options...
Morphisor Posted March 29, 2020 Share Posted March 29, 2020 Any contract pack should work for any version supported by Contract configurator, unless otherwise stated. Quote Link to comment Share on other sites More sharing options...
kspnerd122 Posted April 2, 2020 Share Posted April 2, 2020 does it work with 1.7.3 Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted April 5, 2020 Share Posted April 5, 2020 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?... Quote Link to comment Share on other sites More sharing options...
Krzeszny Posted April 7, 2020 Share Posted April 7, 2020 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? Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted April 7, 2020 Share Posted April 7, 2020 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 Quote Link to comment Share on other sites More sharing options...
Morphisor Posted April 7, 2020 Share Posted April 7, 2020 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. Quote Link to comment Share on other sites More sharing options...
Morphisor Posted April 11, 2020 Share Posted April 11, 2020 Does anyone happen to know if it's possible to generate waypoints within a specific biome only? Also, the hideOnCompletion attribute of VisitWaypoint parameter doesn't seem to work for me, any others with experience on this? Quote Link to comment Share on other sites More sharing options...
paul23 Posted April 15, 2020 Share Posted April 15, 2020 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? Quote Link to comment Share on other sites More sharing options...
DeltaDizzy Posted April 17, 2020 Share Posted April 17, 2020 I was playing my save with ExplorationPlus when some quirks of the planet pack im using halted my career due to the contract generator. 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) 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? Quote Link to comment Share on other sites More sharing options...
ndiver Posted April 20, 2020 Share Posted April 20, 2020 (edited) 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 : Edited April 27, 2020 by ndiver Quote Link to comment Share on other sites More sharing options...
Martin80 Posted May 6, 2020 Share Posted May 6, 2020 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? Quote Link to comment Share on other sites More sharing options...
Morphisor Posted May 6, 2020 Share Posted May 6, 2020 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 Quote Link to comment Share on other sites More sharing options...
Krzeszny Posted May 6, 2020 Share Posted May 6, 2020 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. Quote Link to comment Share on other sites More sharing options...
Morphisor Posted May 6, 2020 Share Posted May 6, 2020 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. Quote Link to comment Share on other sites More sharing options...
Krzeszny Posted May 6, 2020 Share Posted May 6, 2020 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. Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted May 6, 2020 Share Posted May 6, 2020 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? Quote Link to comment Share on other sites More sharing options...
StoneWolfPC Posted May 17, 2020 Share Posted May 17, 2020 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. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 17, 2020 Share Posted May 17, 2020 @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 = #$name$ } Quote Link to comment Share on other sites More sharing options...
StoneWolfPC Posted May 22, 2020 Share Posted May 22, 2020 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. Quote Link to comment Share on other sites More sharing options...
PyjackMeat Posted May 22, 2020 Share Posted May 22, 2020 Could someone take over and update this to 1.9.1? Quote Link to comment Share on other sites More sharing options...
Hi123 Posted May 25, 2020 Share Posted May 25, 2020 Hey is there any way to get the 1.4.2 version of this mod I have looked every were but to no av ell. I need it for the endurnce mod pack please help? Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 25, 2020 Share Posted May 25, 2020 28 minutes ago, Hi123 said: Hey is there any way to get the 1.4.2 version of this mod I have looked every were but to no av ell. I need it for the endurnce mod pack please help? https://github.com/jrossignol/ContractConfigurator/releases/tag/1.24.1 Quote Link to comment Share on other sites More sharing options...
Hi123 Posted May 25, 2020 Share Posted May 25, 2020 1 hour ago, Tonka Crash said: https://github.com/jrossignol/ContractConfigurator/releases/tag/1.24.1 Thanks so much! I was looking for it thanks a lot! Quote Link to comment Share on other sites More sharing options...
kirmie44 Posted May 26, 2020 Share Posted May 26, 2020 (edited) 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 May 26, 2020 by kirmie44 Quote Link to comment Share on other sites More sharing options...
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