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Sisko Offline OP
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"Osiris Assert: Value is not valid! Investigate!" is what I get when loading my old map/projects....

Last edited by Sisko; 26/10/17 10:42 PM.
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I Deleted my story folder and the level loaded fine, Then i started manualy adding back my scripts and narrowed it down to the single storyscript that is causing the project to not load yet it worked perfectly before the patch


//REGION OFF STAGE ENEMIES
IF
RegionStarted("Wickwood_Graveyard")
THEN
SetOnStage(CHARACTERGUID_UndeadAmbusher_4888cd8a-736b-4d8e-9607-091a8028fb3f,0);
SetOnStage(CHARACTERGUID_Undead_Ambusher_2_3972955d-e479-4beb-99e1-21c77d0f26d5,0);
//END_REGION

//REGION AMBUSH AFTER FENCE
IF
DB_IsPlayer (_Player)
AND
CharacterEnteredTrigger(_Player,TRIGGERGUID_TGR_UndeadAmbush_8389d845-30b1-4aec-818e-f71e48d78277)
AND
DB_Undeadambushed(TRIGGERGUID_TGR_UndeadAmbush_8389d845-30b1-4aec-818e-f71e48d78277,0)
THEN
SetOnStage(TRIGGERGUID_TGR_UndeadAmbush_8389d845-30b1-4aec-818e-f71e48d78277,0);
DisplayText(_Player,"What the...");
CharacterAppear(CHARACTERGUID_UndeadAmbusher_4888cd8a-736b-4d8e-9607-091a8028fb3f,1,"Undeadambushed");
CharacterAppear(CHARACTERGUID_Undead_Ambusher_2_3972955d-e479-4beb-99e1-21c77d0f26d5,1,"Undeadambushed");
NOT DB_Undeadambushed(TRIGGERGUID_TGR_UndeadAmbush_8389d845-30b1-4aec-818e-f71e48d78277, 0);
DB_Undeadambushed(TRIGGERGUID_TGR_UndeadAmbush_8389d845-30b1-4aec-818e-f71e48d78277, 1);
TimerLaunch("Coffindelay",1500);

IF
TimerFinished("Coffindelay")
AND
DB_IsPlayer (_Player)
THEN
ItemOpen(ITEMGUID_Ambush_Coffin_64f1ed18-2558-4edc-9353-cdb61cdb7ecc);
PlaySound(_Player,"GP_Combat_CorpseExplosion_Stone_Hvy");
PlayEffect(ITEMGUID_Ambush_Coffin_64f1ed18-2558-4edc-9353-cdb61cdb7ecc,"RS3_FX_Skills_Rogue_ThrowDust_Impact_01");
//END_REGION"

Last edited by Sisko; 26/10/17 10:47 PM.
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enthusiast
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Asserts are deliberate internal exceptions; they have nothing to do with your script.

You should include the assert information here.


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Sisko Offline OP
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Not sure how to find the logs, as i cant click the debug menu when it crashes... but it obviously has something to do with the script because i legit ONLY crashes when that above script is added to my mod, If i delete it from the story.txt all is well, If i add it back...crash, same error

[Linked Image]

This happens also right after adding that story script and clicking build and reload, then there after will no longer load any map of the project (because its saved in the story.txt)

Last edited by Sisko; 26/10/17 11:14 PM.
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The logs and *.dmp files are in the The Divinity Engine 2 folder in steamapps/common.

Also, when you see a Windows error dialog prompt, you can press Ctrl+C to copy all the text from that dialog to the clipboard.


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Its not the story editor that i get the error in its in the editor its self, I cant click anything in there because its frozen

Last edited by Sisko; 26/10/17 11:34 PM.
Joined: Dec 2013
old hand
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I don't know that this is your problem, but I would try switching this around. Change this:
Code
//REGION AMBUSH AFTER FENCE
IF
DB_IsPlayer (_Player)
AND
CharacterEnteredTrigger(_Player,TRIGGERGUID_TGR_UndeadAmbush_8389d845-30b1-4aec-818e-f71e48d78277)
AND
DB_Undeadambushed(TRIGGERGUID_TGR_UndeadAmbush_8389d845-30b1-4aec-818e-f71e48d78277,0)
...


to this:
Code
IF
CharacterEnteredTrigger(_Player,TRIGGERGUID_TGR_UndeadAmbush_8389d845-30b1-4aec-818e-f71e48d78277)
AND
DB_IsPlayer (_Player)
AND
DB_Undeadambushed(TRIGGERGUID_TGR_UndeadAmbush_8389d845-30b1-4aec-818e-f71e48d78277,0)
...


I'm kind of surprised your first version ever worked.


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Sisko Offline OP
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So fixing this part of my script windemere said, DID in fact fix my problem, the weird thing is, 3 other scripts of mine had the same mistake (all of them still worked) but also does not crash my editor

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old hand
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From the Osiris Rules

Warning: an event can only be used as the first trigger condition. Putting it at any other place in a rule condition should result in a compilation error (and it usually will, but there are some known bugs in the compiler where it will not print an error and generate non-working code instead).

Non-working code often yields undefined behavior that can sometimes appear to work and then suddenly not work when other subtle changes occur. I'm guessing that's what happened here. Glad it's working now in any case. smile


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