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AN ERROR HAS OCCURED [the index 'GetActiveWeapon' does not exist]
CALLSTACK
*FUNCTION [OnGameEvent_player_hurt()] c:/program files (x86)/steam/steamapps/common/left 4 dead 2/left4dead2/addons/workshop/3383897874.vpk/scripts/vscripts/director_base_addon.nut line [7]
*FUNCTION [__RunEventCallbacks()] unnamed line [211]
*FUNCTION [__RunGameEventCallbacks()] unnamed line [218]
LOCALS
[attacker] INSTANCE
[victim] INSTANCE
[event] TABLE
[this] TABLE
[funcName] "OnGameEvent_player_hurt"
[idx] 0
[useTable] TABLE
[bWarnIfMissing] false
[globalTableName] "GameEventCallbacks"
[prefix] "OnGameEvent_"
[params] TABLE
[event] "player_hurt"
[this] TABLE
[params] TABLE
[event] "player_hurt"
[this] TABLE
Launching through console in single player does not cause jittering (but the error persists). I remember killing the Tank removed the stuttering, and no other Tank in the campaign caused that (including the following finale Tanks). At first console glance, Coldfront modifies and is loading a director_base_addon script, but I don't understand why it would cause that.
if(!player.GetActiveWeapon() || !player.GetActiveWeapon().IsValid())
{
return;
}
& although it triggers some errors, usually it won't cause lag unless if it's spammed continuously via timer or regular tick.
- Try it on a vanilla map like Dead Center with no other mods enabled, just to confirm that the script is working.
- If it is working, see if you get lag on any map other than coldfront 5.
when a player takes damage
- get the ID of the player and the attacker
- check which weapon the attacker was using
if the attacker was using a tank_claw
- give the player massive upward velocity
from your error, it looks like its failing at the "check which weapon the attacker was using" step. If the script fails in that way, it shouldn't have any lag related impact, it should just stop.