You should always include the mission ID number in a bug report, published or not. That way if Cryptic's QA people want to go look at it they can find it easier.
Anyway, is it just me or are we getting a greatest hits album of past Foundry bugs. Falling through floors, map transitions taking forever, walls not being solid. All the old favorites.
Invisible walls are still working for me. I have found, like you, that some of the old "work arounds" still work better than using the NPC/Enemy appear/disappear feature.
Are you using "Invisible Wall - Tall"s? If so, make sure you are placing their Y value to be slightly below ground so that you can be sure there isn't a gap at the bottom that can be seen through (putting the Y value down by 5 or so should be sufficient, and the invisible wall - tall will still stick up quite a bit higher). Also, it might help to put a double layer of walls so that the player's boffs can't jump through and trigger the enemies accidentally.
I'd also suggest boosting the Y value of the enemies so that they are off the ground. They'll still spawn on the ground, regardless of whether they are set slightly off the ground. However, it will ensure they don't spawn beneath the ground. It sounds to me like your NPCs are spawning beneath the ground and thus seeing beneath the invisible walls.
Invisible walls are still working for me. I have found, like you, that some of the old "work arounds" still work better than using the NPC/Enemy appear/disappear feature.
Are you using "Invisible Wall - Tall"s? If so, make sure you are placing their Y value to be slightly below ground so that you can be sure there isn't a gap at the bottom that can be seen through (putting the Y value down by 5 or so should be sufficient, and the invisible wall - tall will still stick up quite a bit higher). Also, it might help to put a double layer of walls so that the player's boffs can't jump through and trigger the enemies accidentally.
I'd also suggest boosting the Y value of the enemies so that they are off the ground. They'll still spawn on the ground, regardless of whether they are set slightly off the ground. However, it will ensure they don't spawn beneath the ground. It sounds to me like your NPCs are spawning beneath the ground and thus seeing beneath the invisible walls.
Thanks bud. I will give this a try. Hopefully this works
I wonder if this has anything to do with the way things work while testing (Aka not published). I ran into quite a few odd things with BOFF's and enemy NPC's while testing in the Foundry that seemed to correct themselves once the mission was published. The only thing I've been able to judge is the Foundry characters are really only good for one thing, making sure the triggers work. Outside of that it's better to publish it and try it on a normal character since so much isn't working right in the testing environment.
Comments
"Wounded Sky", by @drkfrontiers. Though for this reason not published yet. Thanks!
Anyway, is it just me or are we getting a greatest hits album of past Foundry bugs. Falling through floors, map transitions taking forever, walls not being solid. All the old favorites.
Foundry Mission Database
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - Commander Rihan
My character Tsin'xing
I noticed this too, that's when I put the invisible wall there and it fixed it
Foundry Mission Database
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - Commander Rihan
Sorry invisible walls still a problem for me. Here is the project ID - ST-HGFBIDSUN.
Invisible walls are used around an enemy group at a checkpoint. Depending on the response given the NPC's "become" hostile or not.
It work previously before S7 perfectly and I have used this numerous times.
So, I tried using the new functionality of making contacts disappear and the NPC appear.
I have two issues with this.
1.) It breaks the immersion as the contact is seen disappearing and the NPC's appearing.
2.) The contact is "half-in-half-out" the ground? I have noticed this with other NPC's too and when I walk up to them they disappear.
I would really appreciate some advice.
Are you using "Invisible Wall - Tall"s? If so, make sure you are placing their Y value to be slightly below ground so that you can be sure there isn't a gap at the bottom that can be seen through (putting the Y value down by 5 or so should be sufficient, and the invisible wall - tall will still stick up quite a bit higher). Also, it might help to put a double layer of walls so that the player's boffs can't jump through and trigger the enemies accidentally.
I'd also suggest boosting the Y value of the enemies so that they are off the ground. They'll still spawn on the ground, regardless of whether they are set slightly off the ground. However, it will ensure they don't spawn beneath the ground. It sounds to me like your NPCs are spawning beneath the ground and thus seeing beneath the invisible walls.
Click here for my Foundry tutorial on Creating A Custom Interior Map.
Thanks bud. I will give this a try. Hopefully this works