Thread: Official MGT2e Bug Report Thread
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June 11th, 2026, 15:58 #1581Zealot
- Join Date
- Apr 2020
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- 93
I have done the basic fixes to hide the armour and equipment sections for animals and robots. I'm also extracting the skill modifier for Melee (natural) skills. I'm NOT coding for the exceptions for which there are many, such as Melee (bite) or Melee (Bite and stomp) as I don't have a complete list of these and the code will become combersome. In these cases, either change the skill to Melee (natural) OR manually edit the attack mod field on the combat tracker prior to combat.
I've pushed a hotfix, please keep a lookout and let me know if the fixes are working as expected.Last edited by Toko Loshe; June 11th, 2026 at 16:08.
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June 12th, 2026, 12:16 #1582
Excellent, don't worry about the exceptions.
When i make a new NPC, and switch the type from Nothing > Robot, i get this error in the console, and also if I then change it back to other Types.
[ERROR] Handler error: [string "MGT2:campaign/scripts/npcs_main.lua"]:75: attempt to call field 'setArmourVisible' (a nil value)
Initially the Armour and Protection fields aren't visible, although when I add a weapon, or lock the NPC and unlock it again, those fields appear.
if i fill in Armour and Protection, eg Hide & 4, then I lock the NPC, close it, then open it & unlock it again, the fields seem to empty themselves.
Also the + buttons for equipment seem to appear sometimes, when i do this.
Best regards
Nick Smith
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June 12th, 2026, 12:28 #1583Zealot
- Join Date
- Apr 2020
- Posts
- 93
Thanks for the feedback, I'll have a look but it seems to be the initial script I added to set the visibility is not working with new npcs. Existing should work fine.
My initial fix did not take new records into account, I focussed on the existing npc records. I've moved the logic to show/hide the sections to the correct place and ensured the add buttons are not shown if the sections are not visible.Last edited by Toko Loshe; June 12th, 2026 at 12:53.
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Yesterday, 21:12 #1584
Central Supply Catalogue 2023 Update uses "Heavy Weapons (portable)" skill for heavy weapons like Machinegun instead of "Heavy Weapons (man portable)" from Core Rules.
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Yesterday, 23:15 #1585
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