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This seems to be a strange issue. I am not sure what could be at fault.
I've noted it here on GitHub going back to 2023: #148
I thought I'd made a ticket back then too, but it seems I did not.
I cannot upload the video to this ticket. It's probably too many links on one post.
Steps to reproduce:
Pretty much any change to the file seems to do this except I can change the
ARCHTYPES\NPC\ACTORS\SPACESUIT_Player CHR_LocomotionModifier add Can_Run =true and Is_In_Spacesuit = false
and all is good.
In this case the change that breaks is I added a speechscript function entity. Saved.
Reloaded, Mission 9 from the start and played through to the transition.
Once the fade-in of Part 2 finishes the autosave triggers and the NPCs are just bugged. Stuck in place.
They don't move on their own. If bumped Meeks and Foster will turn and face a nearby wall or 'snap' around,
but they refuse to move. If I keep walking w/o the NPCs all of the dialogue plays out normally included the speechscript entity
I added, (tried to the triggerbox enter derlict named A_WhatsOnTheWalls), but without any of the NPCs being present.
Allowing about 5-6 minutes and standing in what is probably a trigger or maybe a zone marker Meeks,
Heyst and Foster eventually DO wander into the derilict main room.
I'll add the video clip I made in a moment.
GitHub would not let me upload the MP4 video I made.
Here's the video on YT: https://youtu.be/oEAxjsfZ87M instead.
Oh. One last thing. This is Master branch 0.13.1.2 . Since this issue has been
around for >2 years though OpenCAGE version probably doesn't matter.
As noted on Discord , back in 2023 JeffCat made a file that forced the NPCs to move by
triggerbinding them into motion. He called it 'brute force'. To date that is only way
to make the move.
This is a bit of a red herring issue.
I am not sure it will be solved.
I appreciate your having a look though.
The text was updated successfully, but these errors were encountered:
This seems to be a strange issue. I am not sure what could be at fault.
I've noted it here on GitHub going back to 2023: #148
I thought I'd made a ticket back then too, but it seems I did not.
I cannot upload the video to this ticket. It's probably too many links on one post.
Steps to reproduce:
Pretty much any change to the file seems to do this except I can change the
ARCHTYPES\NPC\ACTORS\SPACESUIT_Player CHR_LocomotionModifier add Can_Run =true and Is_In_Spacesuit = false
and all is good.
In this case the change that breaks is I added a speechscript function entity. Saved.
Reloaded, Mission 9 from the start and played through to the transition.
Once the fade-in of Part 2 finishes the autosave triggers and the NPCs are just bugged. Stuck in place.
They don't move on their own. If bumped Meeks and Foster will turn and face a nearby wall or 'snap' around,
but they refuse to move. If I keep walking w/o the NPCs all of the dialogue plays out normally included the speechscript entity
I added, (tried to the triggerbox enter derlict named A_WhatsOnTheWalls), but without any of the NPCs being present.
Allowing about 5-6 minutes and standing in what is probably a trigger or maybe a zone marker Meeks,
Heyst and Foster eventually DO wander into the derilict main room.
WORLD.zip
I'll add the video clip I made in a moment.
GitHub would not let me upload the MP4 video I made.
Here's the video on YT: https://youtu.be/oEAxjsfZ87M instead.
Oh. One last thing. This is Master branch 0.13.1.2 . Since this issue has been
around for >2 years though OpenCAGE version probably doesn't matter.
As noted on Discord , back in 2023 JeffCat made a file that forced the NPCs to move by
triggerbinding them into motion. He called it 'brute force'. To date that is only way
to make the move.
This is a bit of a red herring issue.
I am not sure it will be solved.
I appreciate your having a look though.
The text was updated successfully, but these errors were encountered: