请求大佬帮我看一下这是什么报错红字黄字
我装了大废物的世界观和模拟真人bot,以及路径,大脑和友好pmc,这些是我仅装的修改ai行为的mod(因为我在等sain)
游戏可以正常游玩,但是ai很傻,尤其是aipmc。行为很傻,我把难度调高了只会变准一点,但是行为依旧很傻,只会傻站着或者傻逛,不会冲人不会peek也很少丢雷。
mod附图
红字报错黄字报错附图
红字报错文本
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
SingleFlareController.OnEnable () (at <13b3da31885d4b8d827d4190298e367f>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
Class405:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.GameObject:SetActive(GameObject, Boolean)
GClass747:InsertItem(Item, GameObject)
Struct309:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(Struct309&)
PoolManagerClass:method_3(GClass3050, GClass746, ECameraType, IPlayer, Boolean, CancellationToken, GDelegate87)
Struct308:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(Struct308&)
PoolManagerClass:method_4(GClass3050, Boolean, ECameraType, IPlayer, Boolean, GameObject, AssetPoolObject, Transform, CancellationToken, GDelegate87)
Struct311:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(Struct311&)
PoolManagerClass:CreateItemAsync(Item, ECameraType, IPlayer, Boolean, GDelegate87, CancellationToken)
PoolManagerClass:CreateItem(Item, ECameraType, IPlayer, Boolean)
EFT.Class1133`1:method_0(Item, Player)
EFT.ItemHandsController:smethod_1(Player, Item, Delegate8)
EFT.ItemHandsController:smethod_0(Player, Item)
EFT.FirearmController:smethod_6(Player, Weapon)
EFT.Class1215:method_0()
EFT.Process`2:CreateController()
EFT.Class1195:method_0()
EFT.Class1195:method_1()
EFT.Class1103:method_0()
EFT.Class1143:HideWeaponComplete()
EFT.Class1143:Start(Action)
EFT.Class1142:HideWeapon(Action)
EFT.EmptyHandsController:Drop(Single, Action, Boolean, Item)
EFT.Player:DropCurrentController(Action, Boolean, Item)
EFT.Process`2:Execute()
EFT.Process`2:method_0(Callback, Callback`1, Boolean)
EFT.Player:Proceed(Weapon, Callback`1, Boolean)
EFT.Player:TryProceed(Item, Callback`1, Boolean)
EFT.Player:SetItemInHands(Item, Callback`1)
EFT.Player:SetSlotItem(EquipmentSlot, Callback`1)
BotWeaponSelector:SetSlotItem(Callback`1, Boolean)
BotWeaponSelector:TakeMainWeapon()
BotWeaponManager:PreActivate()
EFT.BotOwner:PreActivate(BotZone, GameDateTime, BotsGroup, AICoversData, Boolean)
GClass898:method_3(BotZone, BotOwner, Action`1, Func`3)
Class560:method_0(BotOwner)
Struct108:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(Struct108&)
GClass898:method_2(Profile, GClass660, Action`1, Boolean, CancellationToken)
Struct110:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(Struct110&)
GClass898:method_0(BotCreationDataClass, Boolean, Action`1, CancellationToken, Boolean)
GClass898:ActivateBot(BotCreationDataClass, BotZone, Boolean, Func`3, Action`1, CancellationToken)
EFT.BotSpawner:method_10(BotZone, BotCreationDataClass, Action`1, CancellationToken)
EFT.Struct263:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(Struct263&)
EFT.BotSpawner:method_7(List`1, BotZone, BotCreationDataClass, Action`1, CancellationToken)
EFT.BotSpawner:SpawnBotsInZoneOnPositions(List`1, BotZone, BotCreationDataClass, Action`1)
Struct61:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(Struct61&)
BossSpawnerClass:method_7(BotCreationDataClass, ISpawnPoint, BotZone, Int32, GClass663, Action`1)
Struct60:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(Struct60&)
BossSpawnerClass:method_3(BotCreationDataClass, BossLocationSpawn, BotSpawnParams, Int32, BotZone, List`1)
BossSpawnerClass:method_2(BossLocationSpawn, BotSpawnParams, BotDifficulty, Int32, BotCreationDataClass)
Struct59:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(BotCreationDataClass)
Struct64:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Profile)
Struct109:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Profile)
Struct66:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Struct312:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Struct306:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Struct1213:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Struct1211:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Struct1212:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Struct1241:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:Run()
Struct1240:Execute()
Class3469:Execute(Struct1240&)
Diz.Jobs.JobScheduler:method_2(List`1&, List`1&, List`1, Interface20)
Diz.Jobs.JobScheduler:method_1(Interface20)
Diz.Jobs.JobScheduler:method_0()
Diz.Jobs.JobScheduler:LateUpdate()
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
SingleFlareController.OnEnable () (at <13b3da31885d4b8d827d4190298e367f>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
Class405:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.GameObject:SetActive(GameObject, Boolean)
GClass747:InsertItem(Item, GameObject)
Struct309:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(GameObject)
Struct311:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Boolean)
Struct308:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Struct309:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(GameObject)
Struct311:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Boolean)
Struct308:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Struct309:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(GameObject)
Struct311:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Boolean)
Struct308:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Struct309:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(GameObject)
Struct311:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:Run()
Struct1240:Execute()
Class3469:Execute(Struct1240&)
Diz.Jobs.JobScheduler:method_2(List`1&, List`1&, List`1, Interface20)
Diz.Jobs.JobScheduler:method_1(Interface20)
Diz.Jobs.JobScheduler:method_0()
Diz.Jobs.JobScheduler:LateUpdate()
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
SingleFlareController.OnDisable () (at <13b3da31885d4b8d827d4190298e367f>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
Class405:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.GameObject:SetActive(GameObject, Boolean)
AssetPoolAbstractClass:method_7(WeaponModPoolObject)
AssetPoolAbstractClass:GInterface475.Push(AssetPoolObject)
EFT.AssetsManager.AssetPoolObject:ReturnToPool()
EFT.AssetsManager.WeaponModPoolObject:ReturnToPool()
EFT.AssetsManager.AssetPoolObject:smethod_1(AssetPoolObject)
EFT.AssetsManager.AssetPoolObject:smethod_0(GameObject, AssetPoolObject, Boolean)
EFT.AssetsManager.AssetPoolObject:ReturnToPool(AssetPoolObject, Boolean)
EFT.AssetsManager.AssetPoolObject:ReturnToPool(GameObject, Boolean)
EFT.GClass2119:DestroyCurrentModel()
EFT.Class1659:method_0(Item)
GClass3882`1:method_0(Item)
GClass3886`3:CheckChanges()
GClass3882`1:method_0(Item)
BindableStateClass:set_Value(Item)
EFT.Player:OnSetInHands(GEventArgs9)
GClass1684:SafeOnSetInHandsInvoke(IOnSetInHands, GEventArgs9)
EFT.InventoryLogic.InventoryController:RaiseEvent(GEventArgs9)
EFT.Class1192:vmethod_1(Boolean)
EFT.Class1191:Confirm(Boolean)
EFT.Class1196:method_0()
EFT.Class1212:method_0()
EFT.Class1122:method_0()
EFT.GClass1824:WeaponAppeared()
EFT.GClass1824:OnIdleStartEvent()
EFT.FirearmController:method_45()
EFT.FirearmController:IEventsConsumerOnIdleStart()
EFT.AbstractHandsController:GInterface27.OnIdleStart()
GClass734:smethod_12(List`1, AnimationEventParameter)
GClass734:AnimatorEventHandler(List`1, Int32, AnimationEventParameter)
ObjectInHandsAnimator:AnimatorEventHandler(Int32, AnimationEventParameter)
AnimationEventSystem.AnimationEventsEmitter:method_2(String, Int32, AnimationEventParameter, Int32)
AnimationEventSystem.AnimationEventsEmitter:method_3(AnimationEvent, IAnimator, AnimatorStateInfoWrapper&, Single)
AnimationEventSystem.AnimationEventsEmitter:EmitEvents()
EFT.ItemHandsController:EmitEvents()
EFT.Player:method_87(Single)
EFT.Player:ComplexLateUpdate(EUpdateQueue, Single)
EFT.Player:LateUpdate()
黄字报错文本
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_1/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_1/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_1/AudioTriggerArea (1)”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_1/AudioTriggerArea (2)”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_1/AudioTriggerArea (3)”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_3/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_3/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_3/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_3/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_3/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_2/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_2/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_2/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_2/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/first_group/mazuto/second_floor/right_side/video_room_side_room_2/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_1/obsh_1_Lader (2)/stairs_L_1/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_1/obsh_1_Lader (2)/stairs_L_1/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_1/obsh_1_Lader (2)/stairs_L_1/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_1/obsh_1_Lader (2)/stairs_L_1/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_1/obsh_1_Lader (2)/stairs_L_1/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/first_group/mazuto/second_floor/right_side/video_room_side_room_1/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_1/obsh_1_Lader (2)/stairs_L_2/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_1/obsh_1_Lader (2)/stairs_L_2/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_1/obsh_1_Lader (2)/stairs_L_2/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_1/obsh_1_Lader (2)/stairs_L_2/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_1/obsh_1_Lader (2)/stairs_L_2/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_4/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_4/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_4/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_4/AudioTriggerArea”
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Custom_Sound:/SpatialAudioSystem/dorms/obshezhitie_2/obsh_2_Lader (1)/stairs_L_4/AudioTriggerArea”
[Info :RequestHandler] [REQUEST]: /singleplayer/settings/bot/difficulties
[Info :RequestHandler] [REQUEST SUCCESSFUL] /singleplayer/settings/bot/difficulties
[Info :RequestHandler] [REQUEST]: /singleplayer/settings/bot/difficulty/core/core
[Info :RequestHandler] [REQUEST SUCCESSFUL] /singleplayer/settings/bot/difficulty/core/core
[Warning:ModulePatch] __instance.BotHalloweenEvent._spawner is null skip Activate
[Info :ModulePatch] __instance.BotHalloweenEvent._spawner is not null run Activate
[Info :RequestHandler] [REQUEST]: /singleplayer/settings/bot/maxCap/bigmap
[Info :RequestHandler] [REQUEST SUCCESSFUL] /singleplayer/settings/bot/maxCap/bigmap
[Info :ModulePatch] Set max bot cap for: bigmap from: 36 to: 18
[Info :RequestHandler] [REQUEST]: /singleplayer/scav/traitorscavhostile
[Info :RequestHandler] [REQUEST SUCCESSFUL] /singleplayer/scav/traitorscavhostile
[Info :ModulePatch] Making Bot6 (Лев Ошибка) hostile to player
[Warning: Unity Log] Calling Animator.GotoState on Synchronize layer
[Warning: Unity Log] Calling Animator.GotoState on Synchronize layer
[Info :RequestHandler] [REQUEST]: /client/game/bot/followerdetails
[Info :RequestHandler] [REQUEST SUCCESSFUL] /client/game/bot/followerdetails
[Warning: Unity Log] Calling Animator.GotoState on Synchronize layer
[Info :Volcano汉化 <size=16px><b>DynamicMaps 动态地图</b></size>] Trying to attach peek component to BattleUI
[Info :RequestHandler] [REQUEST]: /vcql/zones/get
[Info :RequestHandler] [REQUEST SUCCESSFUL] /vcql/zones/get
[Info :RequestHandler] [REQUEST]: /singleplayer/settings/bot/getBotBehaviours/
[Info :RequestHandler] [REQUEST SUCCESSFUL] /singleplayer/settings/bot/getBotBehaviours/
[Warning:ModulePatch] Cached ai brain weights in client
[Warning:ModulePatch] Updated assault bot Петька Трудовик to use: assault brain
[Warning:ModulePatch] Updated assault bot Витян Сало to use: assault brain
[Warning:ModulePatch] Updated player scav bot to use: assault brain
[Warning:ModulePatch] Updated assault bot Юра Повидло to use: assault brain
[Warning:ModulePatch] Updated assault bot Таир Зожник to use: assault brain
[Warning:ModulePatch] Updated assault bot Найк Темный to use: assault brain
[Warning:ModulePatch] Updated player scav bot to use: bossKilla brain
[Warning:ModulePatch] Updated assault bot Нойс Киба to use: assault brain
[Warning:ModulePatch] Updated assault bot Толя Ситуация to use: assault brain
[Warning:ModulePatch] Updated player scav bot to use: pmcBot brain
[Warning:ModulePatch] Updated assault bot Жора Тусовщик to use: assault brain
[Warning:ModulePatch] Updated assault bot Кондратий Глыба to use: assault brain
[Warning:ModulePatch] Updated assault bot Родион Ипотека to use: assault brain
[Warning:ModulePatch] Updated assault bot Лёха Работяга to use: assault brain
[Warning:ModulePatch] Updated assault bot Мирон Коряга to use: assault brain
[Warning:ModulePatch] Updated spt bot 2: pmcBEAR to use: pmcBot brain
[Warning:ModulePatch] Updated spt bot 3: pmcBEAR to use: arenaFighter brain
[Warning:ModulePatch] Updated spt bot 1: pmcBEAR to use: bossKnight brain
[Info :Volcano汉化 <size=16px><b>DynamicMaps 动态地图</b></size>] MapScreen: Loading map 海关
[Warning:ModulePatch] Updated spt bot 至高无上的屁民: pmcUSEC to use: bossKilla brain
[Warning:ModulePatch] Updated spt bot 张殊磊: pmcBEAR to use: pmcBot brain
[Warning:ModulePatch] Updated spt bot 喰: pmcBEAR to use: pmcBot brain
[Warning:ModulePatch] Updated spt bot MM: pmcBEAR to use: bossKnight brain
[Warning:ModulePatch] Updated spt bot 废肥腐竹: pmcBEAR to use: bossGluhar brain
SPT-3.11.0 – 3.11.3 – 35392(250316-250409)
已配图
是
客户端报错
SingleFlareController
脚本在OnEnable()
和OnDisable()
生命周期方法中访问了未初始化的对象。检查脚本依赖项
打开
SingleFlareController
脚本,检查所有公共字段(如GameObject
、组件引用)是否在 Unity Inspector 中正确赋值。特别注意火焰粒子效果、光源等可能通过代码动态获取的组件,添加空值检查:
错误堆栈显示与
PoolManagerClass
异步加载物品相关。确保对象池在完全初始化后才激活对象:在激活对象前添加回调确认资源加载完成:
生命周期管理
避免在
OnDisable()
中引用可能已被销毁的对象。使用gameObject.activeInHierarchy
检查状态:二、BoxCollider 警告解决方案
问题定位: 场景中多个 BoxCollider 的尺寸(Size)或缩放(Scale)包含负值。
手动调整碰撞体参数
在 Unity 编辑器中定位以下路径的 GameObject:
在 Inspector 中检查
BoxCollider
的 Size 和 Transform 的 Scale,确保所有数值为正。替换为 MeshCollider
如果必须使用负缩放(如镜像对象):
移除
BoxCollider
。添加
MeshCollider
。勾选 Convex 选项。
根据需要设置 Mesh 资源。
三、Mod 兼容性检查
日志中涉及
Volcano汉化
、DynamicMaps
等 Mod,可能引发冲突:更新或禁用 Mod
临时禁用最近安装的 Mod(尤其是 Bot 相关 Mod),测试问题是否消失。
检查 Mod 的 GitHub 页面或社区,确认支持当前游戏版本。
Bot 行为异常处理
重置 Bot 配置文件到默认。
调整 Bot 生成数量上限(日志中地图
bigmap
的 Bot 数量从 36 调整为 18)。日志显示
BotWeaponSelector
和BotSpawner
相关错误,尝试:场景测试
进入
dorms
和Custom_Sound
相关区域,验证碰撞体表现。观察火焰特效(如信号弹)的生成/销毁是否正常。
性能监控
使用 Unity Profiler 检查实例化(Instantiate)和对象池操作的内存泄漏。
最终建议: 如果问题在 Mod 禁用后消失,联系 Mod 作者提交错误日志。对于自定义脚本
SingleFlareController
,添加更严格的空值检查和异步加载保护逻辑。修复步骤:
更新或禁用冲突 Mod
Volcano汉化
DynamicMaps
其他近期新增的 Bot 相关 Mod(如
SAIN
、SWAG
)。关闭游戏,进入 Mod 安装目录(如
EFT/Mods
)。临时移除以下 Mod 文件夹,测试问题是否消失:
重置 Bot 配置
导航到 Bot 配置文件路径(通常为
EFT/User/Configs/Bot
)。删除
bot_difficulty.json
或bot_cap.json
,让游戏重新生成默认配置。调整 Bot 生成上限
编辑
maxCap.json
,将bigmap
的 Bot 数量从36
调整为更低值(如18
):AImod最好只装一个,一般都不会互相兼容的
你的 排序呢? 那么多的mod,冲突太正常了。大废物和MG都有功能重复呢。不详细了解mod不好好设置不排好序,爆红是一定的。