Not sure about this one without a closer look. The fact it makes it into the script call means it definitely has an enemy unit to reference, not finding anything in actions just suggests an incorrect definition in GameData but that would cause an error *every* time that enemy type took its turn. You could try using debug mode and then poking around the variable/struct contents at the moment of the crash. It feels like some reference is off somewhere or other or the data is getting malformed. But it's very hard to guess how.
Viewing post in AI Error Question
Greetings, Shaun.
I too am running into this same issue and was wondering if you were able to find an adequate solution. I've been struggling with this error for some time and I fear it may further bottleneck my progress unless I remove the ability to re-battle enemies entirely.
I currently don't want to do that so I'm reaching out to you or anyone else who can help. Here is the error message:
___________________________________________ ############################################################################################ ERROR in action number 1 of Step Event0 for object obj_battlecontroller: Variable <unknown_object>.hp(100114, -2147483648) not set before reading it. at gml_Script_anon____struct___30____struct___29_init_bestiary_gml_GlobalScript_init_bestiary_1982____struct___30____struct___29_init_bestiary_gml_GlobalScript_init_bestiary (line 65) - if (hp < (maxhp * 0.2)) ############################################################################################ gml_Script_anon____struct___30____struct___29_init_bestiary_gml_GlobalScript_init_bestiary_1982____struct___30____struct___29_init_bestiary_gml_GlobalScript_init_bestiary (line 65) gml_Script_battle_state_select_action_gml_Object_obj_battlecontroller_Create_0 (line 226) - var _enemy_action = _unit.ai_script(); gml_Object_obj_battlecontroller_Step_0 (line 1) - battle_state();I have also run into similar issues where the game would either crash or enemies would use actions that weren't assigned to them. I tried poking around in debug mode but have not found anything different from what I have seen in this thread.
There was one other solution in this thread that worked for others where you would repeat the third argument for the BeginAction script:
begin_action(_unit.id, _enemy_action[0], _enemy_action[1]); begin_action(_unit.id, _enemy_action[0], _enemy_action[1], _enemy_action[1]);
but for me, I get a different error message saying that the variable is not an array.
~TwinTails100