Announcements, support questions, and discussion for the Dialogue System.
random
Posts: 34 Joined: Thu May 09, 2024 10:48 pm
Post
by random » Thu Aug 01, 2024 9:35 am
Hello!
I'm receiving this error when I set the DS warm up to Extra and I'm not sure how to resolve it.
Code: Select all
Dialogue System: Lua code 'return Conversation[-1].QuestID' threw exception 'Lookup of field 'QuestID' in the table element failed because the table element itself isn't in the table.'
I'm using Dialogue System v2.2.47
and Quest Machine v1.2.47
Tony Li
Posts: 22093 Joined: Thu Jul 18, 2013 1:27 pm
Post
by Tony Li » Thu Aug 01, 2024 10:41 am
Hi,
Would you please click on that message in the Console window, press Ctrl+C to copy its details to the clipboard, and then paste it here?
random
Posts: 34 Joined: Thu May 09, 2024 10:48 pm
Post
by random » Thu Aug 01, 2024 11:52 am
Sure thing, here you go!
Code: Select all
Dialogue System: Lua code 'return Conversation[-1].QuestID' threw exception 'Lookup of field 'QuestID' in the table element failed because the table element itself isn't in the table.'
UnityEngine.Debug:LogError (object)
PixelCrushers.DialogueSystem.Lua:RunRaw (string,bool,bool) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Lua/Lua Wrapper/Lua Interpreter/Lua.cs:252)
PixelCrushers.DialogueSystem.Lua:Run (string,bool,bool) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Lua/Lua Wrapper/Lua Interpreter/Lua.cs:131)
PixelCrushers.DialogueSystem.DialogueLua:GetConversationField (int,string) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/MVC/Model/Logic/DB/DialogueLua.cs:1339)
PixelCrushers.QuestMachine.DialogueSystemSupport.DialogueSystemQuestMachineBridge:GetConversationField (PixelCrushers.DialogueSystem.Conversation,string) (at Assets/Plugins/Pixel Crushers/Quest Machine/Third Party Support/Dialogue System Support/Scripts/Bridge/DialogueSystemQuestMachineBridge.cs:738)
PixelCrushers.QuestMachine.DialogueSystemSupport.DialogueSystemQuestMachineBridge:SetCurrentQuestID (PixelCrushers.DialogueSystem.DialogueEntry) (at Assets/Plugins/Pixel Crushers/Quest Machine/Third Party Support/Dialogue System Support/Scripts/Bridge/DialogueSystemQuestMachineBridge.cs:716)
PixelCrushers.QuestMachine.DialogueSystemSupport.DialogueSystemQuestMachineBridge:OnConversationLine (PixelCrushers.DialogueSystem.Subtitle) (at Assets/Plugins/Pixel Crushers/Quest Machine/Third Party Support/Dialogue System Support/Scripts/Bridge/DialogueSystemQuestMachineBridge.cs:691)
PixelCrushers.DialogueSystem.ConversationView:NotifyParticipants (string,PixelCrushers.DialogueSystem.Subtitle) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/MVC/View/View/ConversationView.cs:622)
PixelCrushers.DialogueSystem.ConversationView:NotifyParticipantsOnConversationLine (PixelCrushers.DialogueSystem.Subtitle) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/MVC/View/View/ConversationView.cs:605)
PixelCrushers.DialogueSystem.ConversationView:StartSubtitle (PixelCrushers.DialogueSystem.Subtitle,bool,bool) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/MVC/View/View/ConversationView.cs:163)
PixelCrushers.DialogueSystem.ConversationController:GotoState (PixelCrushers.DialogueSystem.ConversationState) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/MVC/Controller/ConversationController.cs:248)
PixelCrushers.DialogueSystem.DialogueSystemController/<WarmUpConversationControllerExtra>d__198:MoveNext () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Manager/DialogueSystemController.cs:720)
UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator)
PixelCrushers.DialogueSystem.DialogueSystemController:WarmUpConversationController () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Manager/DialogueSystemController.cs:667)
PixelCrushers.DialogueSystem.DialogueSystemController:Start () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Manager/DialogueSystemController.cs:511)
Tony Li
Posts: 22093 Joined: Thu Jul 18, 2013 1:27 pm
Post
by Tony Li » Thu Aug 01, 2024 10:50 pm
Thanks! I'll make sure this is fixed in v2.2.48. It should be harmless in the meantime since Lua calls are sandboxed, meaning they won't propagate errors into the rest of the code and cause issues.
random
Posts: 34 Joined: Thu May 09, 2024 10:48 pm
Post
by random » Thu Aug 01, 2024 11:19 pm
Sounds good, thanks Tony!