Does "Scriptwarning [...] Accessed None 'Game'" affect something?

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Zerofinity
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Does "Scriptwarning [...] Accessed None 'Game'" affect something?

Post by Zerofinity »

I made some changes to Mr.Loathsome's BotOrders mutator, and the changes seem to work when I look in-game at the orders the bots have, but I now get the following script warning for each bot (the map doesn't matter, it's just where I tested it):

ScriptWarning: BotOrders DOM-Bullet.BotOrders0 (Function BotOrders.BotOrders.ModifyPlayer:0151) Accessed None 'Game'

I was wondering if this error affects behavior, or if I can safely ignore it considering I properly see the changed orders the bots have.
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Barbie
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Re: Does "Scriptwarning [...] Accessed None 'Game'" affect something?

Post by Barbie »

It depends... Often this WARNING is caused by code that is trying to access an object or variable that does not exist (anymore). Usually the game will not crash or severely impaired, but these error may have side effects.
Maybe show your changes so we can fix that.
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Zerofinity
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Re: Does "Scriptwarning [...] Accessed None 'Game'" affect something?

Post by Zerofinity »

Fortunately, it looks like I managed to fix the problem. The problem was caused as the mutator first looked for Assault >>> if ( Level.Game.GameName == "Assault" ) <<<, then had a nested if else >>> if ( DeathMatchPlus(Level.Game).bTeamGame ) <<< with an else nested within that, to have 3 different variations (1 for Assault, 1 for TDM, the rest for CTF and DOM and anything else).

I wanted to change it to a more "as intended by the devs" while still removing the supremely useless Follow, so I changed up the variations to have 1 for Assault, 1 for CTF, and the rest for TDM and DOM (since those all use Freelance by the devs other than Follow), so I changed up >>> if ( DeathMatchPlus(Level.Game).bTeamGame ) <<< to >>> if ( CTFGame(Level.Game).bTeamGame ) <<< and added a >>> if ( B.Orders == 'Follow' ) <<< condition to CTF, but I then ended up with the error in DOM and TDM. I tried a bunch of different things including using the GameName instead, but I initially couldn't get anything else to do the commands properly.

However, I guess I was overcomplicating stuff, as even though I had tried some different stuff with GameName before (such as making a different usecase for each different mode), eventually just simply using >>> if (( Level.Game.GameName == "Capture the Flag" ) || ( Level.Game.GameName == "Carry The Flag" )) <<< did the trick: no more script errors while bots still get the proper commands.
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Re: Does "Scriptwarning [...] Accessed None 'Game'" affect something?

Post by JackGriffin »

If you see repeated scriptwarnings like that then you absolutely should fix whatever issue is causing it. UnrealEngine's garbage collection is not great until a map change triggers some collecting so these errors can keep compounding. Your players might feel it as server lag as it can get bogged down. Ferali really impressed upon me the value of logging your code out until you find the offending issue(s) and not giving up until you do. I've spent considerable time isolating particular error returns but it's very satisfying when you get it and the log comes back clean. Doing this well will make you a much better developer so don't just ignore it to do other 'cool' things.
So long, and thanks for all the fish
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Letylove49
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Re: Does "Scriptwarning [...] Accessed None 'Game'" affect something?

Post by Letylove49 »

For access none you can fix it with this :

Code: Select all

 if ( variable != none ) 
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Letylove49 aka Alicia