(Filename: C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/Mods_all/_HarmonyProjects/DroneMods/Scripts/ModUtils.cs Line: 37) NullReferenceException: Object reference not set to an instance of an object at ModUtils.GetTarget (EntityDrone __instance, System.Single range) [0x00085] in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods_all\_HarmonyProjects\DroneMods\Scripts\ModUtils.cs:37 at Harmony.UpdateDroneSystems.Postfix (EntityDrone __instance, System.Boolean& ___isStunModAttached, System.Boolean& ___isGunModAttached, EntityDrone+State ___state, DroneWeapons+MachineGunWeapon ___machineGunWeapon, System.Boolean ___isFlashlightAttached, System.Boolean ___isFlashlightOn, System.Boolean ___isQuietMode) [0x001ba] in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods_all\_HarmonyProjects\DroneMods\Scripts\EntityDrone.cs:184 at (wrapper dynamic-method) EntityDrone.DMD<EntityDrone::UpdateDroneSystems>(EntityDrone) at EntityDrone.OnUpdateEntity () [0x0023a] in <dd87699bea6e432cb1dd88b7a22c5031>:0 at World.TickEntity (Entity e, System.Single _partialTicks) [0x0011e] in <dd87699bea6e432cb1dd88b7a22c5031>:0 at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <dd87699bea6e432cb1dd88b7a22c5031>:0 at World.TickEntitiesFlush () [0x0000c] in <dd87699bea6e432cb1dd88b7a22c5031>:0 at GameManager.UpdateTick () [0x00033] in <dd87699bea6e432cb1dd88b7a22c5031>:0 at GameManager.gmUpdate () [0x00336] in <dd87699bea6e432cb1dd88b7a22c5031>:0 at GameManager.Update () [0x00000] in <dd87699bea6e432cb1dd88b7a22c5031>:0
please add ability for drone to use more than one gun at a time, let it dual wield same gun type or two different guns, also please let us deploy multipole drones at once, thank you <3
Ok so I figured out what is going on. When you read the schematic and load your gun mod into the drone pull up the info wheel and where it says fire at will click once so it shows on your screen "hold your fire" and I guess that means it is now "firing at will". A little counterintuitive but I got through it. Now I am off to change values for the guns cause my drone shotgun has been shooting this z for over a minute and he ain't dead.
so its working and shooting z's but when it kills one I get the red text of death. I can escape out of the problem and still play but pretty irritating. If I can't get any help I am just going to abandon this mod.
Thanks for your nice mod. It´s working in War3zuk AIO and District Zero but with Ravenhearst 10 i have the same problem like r1cochet. Red warning text when my drone kill something.
Great concept. Alas, periodically I notice that the drone weapon is gone from my drone's model, and upgrade slots, when I restart the game, and I don't want to keep throwing resources into an upgrade that sometimes removes itself without warning more then once. Note: It was the shotgun upgrade, if you're curious.
Works fine still, in 1.1 stable. Make sure you have the right ammo in the drone's inventory and the drone is set to Fire at Will. Get the Remote Drone Control mod too, makes switching firing/targeting modes easier. And you might want to edit item_modifiers.xml and increase the EntityDamage a bit for each weapon.
Would be cool if the damage scaled with the drone weapon's quality, if that's possible. Looks like only the durability does.
146 comments
NullReferenceException: Object reference not set to an instance of an object
at ModUtils.GetTarget (EntityDrone __instance, System.Single range) [0x00085] in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods_all\_HarmonyProjects\DroneMods\Scripts\ModUtils.cs:37
at Harmony.UpdateDroneSystems.Postfix (EntityDrone __instance, System.Boolean& ___isStunModAttached, System.Boolean& ___isGunModAttached, EntityDrone+State ___state, DroneWeapons+MachineGunWeapon ___machineGunWeapon, System.Boolean ___isFlashlightAttached, System.Boolean ___isFlashlightOn, System.Boolean ___isQuietMode) [0x001ba] in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods_all\_HarmonyProjects\DroneMods\Scripts\EntityDrone.cs:184
at (wrapper dynamic-method) EntityDrone.DMD<EntityDrone::UpdateDroneSystems>(EntityDrone)
at EntityDrone.OnUpdateEntity () [0x0023a] in <dd87699bea6e432cb1dd88b7a22c5031>:0
at World.TickEntity (Entity e, System.Single _partialTicks) [0x0011e] in <dd87699bea6e432cb1dd88b7a22c5031>:0
at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <dd87699bea6e432cb1dd88b7a22c5031>:0
at World.TickEntitiesFlush () [0x0000c] in <dd87699bea6e432cb1dd88b7a22c5031>:0
at GameManager.UpdateTick () [0x00033] in <dd87699bea6e432cb1dd88b7a22c5031>:0
at GameManager.gmUpdate () [0x00336] in <dd87699bea6e432cb1dd88b7a22c5031>:0
at GameManager.Update () [0x00000] in <dd87699bea6e432cb1dd88b7a22c5031>:0
Dedicated
It´s working in War3zuk AIO and District Zero but with Ravenhearst 10 i have the same problem like r1cochet. Red warning text when my drone kill something.
Note: It was the shotgun upgrade, if you're curious.
My solution until the problem is fixed:
Put the drone in your inventory before leaving the game, then all mods are preserved.
Get the Remote Drone Control mod too, makes switching firing/targeting modes easier.
And you might want to edit item_modifiers.xml and increase the EntityDamage a bit for each weapon.
Would be cool if the damage scaled with the drone weapon's quality, if that's possible. Looks like only the durability does.