Is this error saying the property lookup failed because the object is invalid or that it isn't a valid property of the object?[=ERROR=] 168.83 Error in MD cue md.PlayerFactionTagExt.OnPlayerOwnedObjectDeployed<inst:15946e>: Property lookup failed: event.param2.isplayerowned
* event.param2 == component.{0x159465L} (invalid)
* Expression: event.param2 and event.param2.isplayerowned
* Action: <do_if>, line 298
It doesn't make much sense either way because I just started the game and hadn't deployed anything. None of those events (see below) should have even been triggered
unless they're triggered every time you enter the game with probes / satellites in your cargo hold? Also, scriptproperties.xml says different (see below).
The code in question:
Code: Select all
<do_if value="event.param2 and event.param2.isplayerowned">
in a cue triggered by the following events:
Code: Select all
<check_any>
<event_satellite_launched space="player.galaxy"/>
<event_lasertower_launched space="player.galaxy" />
<event_mine_launched space="player.galaxy" />
<event_navbeacon_launched space="player.galaxy" />
<event_resourceprobe_launched space="player.galaxy" />
</check_any>
The problem is, even if those objects are considered components, the property isplayerowned is valid according to scriptproperties.xml:
** See last line in spoiler
Code: Select all
<datatype name="component">
<property name="exists" result="true iff the component exists in the game graph" type="boolean" />
<property name="isoperational" result="true iff the component exists in the game graph and is operational" type="boolean" />
<property name="iswreck" result="true iff the component exists in the game graph and is wrecked" type="boolean" />
<property name="isconstruction" result="true iff the component exists in the game graph and is in construction state" type="boolean" />
<property name="issurfaceelement" result="true iff the component is a surface element" type="boolean" />
<property name="isclass.{$class}" result="true iff the component exists and is of the given class" type="boolean" />
<property name="isclass.<classname>" result="Shortcut for isclass.{class.<classname>}" type="boolean" />
<property name="isclass.{$list}" result="true iff the component exists and is of one of the classes in the list" type="boolean" />
<property name="isrealclass.{$class}" result="true iff the component exists and is really of the given class, regardless of current state" type="boolean" />
<property name="isrealclass.<classname>" result="Shortcut for isrealclass.{class.<classname>}" type="boolean" />
<property name="isrealclass.{$list}" result="true iff the component exists and is really of one of the classes in the list, regardless of current state" type="boolean" />
<property name="canbeattacked" result="true iff the component exists in the game graph, is not a wreck, and is either operational, is of real class station, or is a child of a station" type="boolean" />
<property name="extension" result="Source extension id" type="string" />
<property name="isextensionpersonal" result="true iff the source extension is personal" type="boolean" />
<property name="class" result="Component class" type="class" />
<property name="realclass" result="Real component class, regardless of current state" type="class" />
<property name="state" result="Component state" type="componentstate" />
<property name="macro" result="Component macro" type="macro" />
<property name="grouptag" result="Parent group tag" type="tag" />
<property name="parent" result="Parent component" type="component" />
<property name="container" result="Container context" type="container" />
<property name="controllable" result="Controllable context" type="controllable" />
<property name="defensible" result="Defensible context" type="defensible" />
<property name="object" result="Object context" type="object" />
<property name="ship" result="Ship context" type="ship" />
<property name="station" result="Station context" type="station" />
<property name="cluster" result="Cluster context" type="cluster" />
<property name="sector" result="Sector context" type="sector" />
<property name="zone" result="Zone context" type="zone" />
<property name="room" result="Room context" type="room" />
<property name="module" result="Module context" type="module" />
<property name="hascontext.{$component}" result="true iff this is in the context of the other component" type="boolean" />
<property name="commoncontext.{$component}" result="The common context between two components" type="component" />
<property name="seed" result="Persistent pseudo-random seed (highest level of randomness supported for classes npc and dockingbay)" type="largeint" />
<property name="name" result="Display name" type="string" />
<property name="rawname" result="Raw display name, as text entry reference unless renamed manually" type="string" />
<property name="knownname" result="Display name, ignoring the unknown-status" type="string" />
<property name="hasbeenrenamed" result="true iff the component has been renamed" type="boolean" />
<property name="position" result="Position relative to parent" type="position" />
<property name="relativeposition.{$component}" result="Position relative to $component" type="position" />
<property name="relativeposition.{$componentslot}" result="Position relative to $componentslot" type="position" />
<property name="rotation" result="Rotation relative to parent" type="rotation" />
<property name="relativerotation.{$component}" result="Rotation relative to $component" type="rotation" />
<property name="relativerotation.{$componentslot}" result="Rotation relative to $componentslot" type="rotation" />
<property name="velocity" result="Linear velocity relative to the cluster, but relative to the component's rotation (in m/s)" type="vector" />
<property name="speed" result="Speed relative to the cluster (in m/s)" type="length" />
<property name="relvelocity" result="Linear velocity relative to the component's parent, but relative to the component's rotation (in m/s)" type="vector" />
<property name="relspeed" result="Speed relative to the component's parent (in m/s)" type="length" />
<property name="attention" result="Attention level" type="attention" />
<property name="size" result="Size (based on bounding box)" type="length" />
<property name="length" result="Length (size in Z dimension, based on bounding box)" type="length" />
<property name="height" result="Height (size in Y dimension, based on bounding box)" type="length" />
<property name="width" result="Width (size in X dimension, based on bounding box)" type="length" />
<property name="owner" result="Owner faction (cover owner if set, otherwise true owner)" type="faction" />
<property name="coverowner" result="Cover Owner faction" type="faction" />
<property name="trueowner" result="True Owner faction" type="faction" />
<property name="isplayerowned" result="true iff owned by player (true owner)" type="boolean" />