OOB WW2: US Pacific Leyte - South Force Spawn Error
Posted: Mon Jan 29, 2018 9:27 am
Hi All
Fairly new to the OOB series. Love the game!
I'm running OOB World War 2 version 5.2.3 and having an issue on Turn 16 of the US Pacific Leyte scenario. See attached support files. AI appears to complete all its actions but then nothing happens to progress to the next turn. I can see a new Japanese naval fleet has spawned to the north. Looking through the log file it looks like its failing to find or complete the spawning of another Japanese naval fleet to the south. Help would be appreciated. I see the following lines at the bottom of the log file:
start phase for 0 (Turn 16)
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
start phase for 1 (Turn 16)
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Executing trigger: Event: Jap Fleet Attacks
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Executing trigger: Event: Central Force Spawn
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Executing trigger: Event: South Force Spawn A
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
NullReferenceException: Object reference not set to an instance of an object
at ActionsNamespace.ReviveAction.ToIntList () [0x00000] in <filename unknown>:0
at ActionManager.AddAction (ActionsNamespace.Action action) [0x00000] in <filename unknown>:0
at TE_DeployUnit.Execute (.Trigger parent) [0x00000] in <filename unknown>:0
at Trigger.Execute (events eventType) [0x00000] in <filename unknown>:0
at GameTriggers.CheckTriggers (.GameState gameState, events eventType, System.Collections.Generic.List`1 data, Boolean preCheck) [0x00000] in <filename unknown>:0
at GameTriggers.CheckTriggers (.GameState gameState, events eventType) [0x00000] in <filename unknown>:0
at ScenarioController.StartPhase (.GameState gameState) [0x00000] in <filename unknown>:0
at ScenarioController.EndPhase (.GameState gameState) [0x00000] in <filename unknown>:0
at ActionsNamespace.EndPhaseAction.Perform (.GameState gameState, Boolean checkVisibility, .Alliance visibilityAlliance) [0x00000] in <filename unknown>:0
at ActionsNamespace.Action.PerformWithVisibilityCheck (.Alliance alliance) [0x00000] in <filename unknown>:0
at ActionManager.PlaybackNext () [0x00000] in <filename unknown>:0
at ActionManager.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
HandleD3DDeviceLost
HandleD3DDeviceLost: needs reset, doing it
FullResetD3DDevice
ResetD3DDevice
dev->Reset
D3Dwindow device not lost anymore
Fairly new to the OOB series. Love the game!
I'm running OOB World War 2 version 5.2.3 and having an issue on Turn 16 of the US Pacific Leyte scenario. See attached support files. AI appears to complete all its actions but then nothing happens to progress to the next turn. I can see a new Japanese naval fleet has spawned to the north. Looking through the log file it looks like its failing to find or complete the spawning of another Japanese naval fleet to the south. Help would be appreciated. I see the following lines at the bottom of the log file:
start phase for 0 (Turn 16)
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
start phase for 1 (Turn 16)
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Executing trigger: Event: Jap Fleet Attacks
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Executing trigger: Event: Central Force Spawn
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Executing trigger: Event: South Force Spawn A
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
NullReferenceException: Object reference not set to an instance of an object
at ActionsNamespace.ReviveAction.ToIntList () [0x00000] in <filename unknown>:0
at ActionManager.AddAction (ActionsNamespace.Action action) [0x00000] in <filename unknown>:0
at TE_DeployUnit.Execute (.Trigger parent) [0x00000] in <filename unknown>:0
at Trigger.Execute (events eventType) [0x00000] in <filename unknown>:0
at GameTriggers.CheckTriggers (.GameState gameState, events eventType, System.Collections.Generic.List`1 data, Boolean preCheck) [0x00000] in <filename unknown>:0
at GameTriggers.CheckTriggers (.GameState gameState, events eventType) [0x00000] in <filename unknown>:0
at ScenarioController.StartPhase (.GameState gameState) [0x00000] in <filename unknown>:0
at ScenarioController.EndPhase (.GameState gameState) [0x00000] in <filename unknown>:0
at ActionsNamespace.EndPhaseAction.Perform (.GameState gameState, Boolean checkVisibility, .Alliance visibilityAlliance) [0x00000] in <filename unknown>:0
at ActionsNamespace.Action.PerformWithVisibilityCheck (.Alliance alliance) [0x00000] in <filename unknown>:0
at ActionManager.PlaybackNext () [0x00000] in <filename unknown>:0
at ActionManager.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
HandleD3DDeviceLost
HandleD3DDeviceLost: needs reset, doing it
FullResetD3DDevice
ResetD3DDevice
dev->Reset
D3Dwindow device not lost anymore