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I'm not sure if this is a bug or not...

Hi Everyone!

Hope you are all doing well. I'm having an issue with my mission and I'm not sure if this is a bug or not. I have a map based on the swamp hills template and I've constructed a custom ship map on top of the hills. The player spawns on a transporter pad and then transitions onto a Building Block 40x40x40 that functions as a floor for a corridor. The player's avatar and the away team are able to transition from the transporter pad to the building block in the Foundry version but not in the production edition on Holodeck. In production the away team falls through the building block onto the terrain below. Is this a known issue or am I missing something?

I've even moved the building block so it overlaps with the transporter room but it hasn't helped.

If this is a bug I will move it to the appropriate forum.

Thank you!

Joe_King
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Post edited by chepetico2 on

Comments

  • bazagbazag Member Posts: 375 Arc User
    edited May 2014
    It might be an issue with pathing.

    Does the block use triggers to appear or disappear at any point in the map? If so then pathing data will not recognise that there is a floor and it's possible for such custom builds to result in PCs and NPCs to fall through there.

    I haven't heard of any other people having similiar problems that are specifically to do with S9.
  • chepetico2chepetico2 Member Posts: 0 Arc User
    edited May 2014
    Hi Bazag!

    The block is visible until later in the mission. The ship, including the transporter room, disappears when the player transitions from the ship to the ground map to create an effect of entering a holodeck.

    However, the transporter room also disappears and the away team didn't fall until transitioning into the corridor. Furthermore, there were no pathing issues in the foundry.

    I also had two Starfleet NPC's set to wander through the corridor who weren't wandering so I deleted them. I guess this could be a pathing issue.

    Joe_King
    [SIGPIC][/SIGPIC]
    Please leave comments or suggestions on the main thread for Homage to Galris at the following link.
    Also feel free to check out some of my other projects at the following link.
  • afalconerafalconer Member Posts: 1 Arc User
    edited May 2014
    When I have done the same thing, I simply had the block there all the time. I positioned it slightly lower on the Y axis so it could not be seen by the player. It is basically just below the floor. When I make the transporter pad (or whatever other floor I am using) disappear, then the player drops slightly onto the floor below.
  • paxfederaticapaxfederatica Member Posts: 1,496 Arc User
    edited May 2014
  • chepetico2chepetico2 Member Posts: 0 Arc User
    edited May 2014
    afalconer wrote: »
    When I have done the same thing, I simply had the block there all the time. I positioned it slightly lower on the Y axis so it could not be seen by the player. It is basically just below the floor. When I make the transporter pad (or whatever other floor I am using) disappear, then the player drops slightly onto the floor below.

    Hi afalconer!

    Thanks for your response but I'm not sure if that will work here. The second set of blocks would also need to disappear or the effect won't work. I need the ship to disappear if the player turns around so that the illusion of entering a holodeck is maintained. The second set of blocks also need to disappear thus leaving me where I started.

    I've thought of a work around through dialogue that explains the disappearance of the away team. The player could order them to go ahead while he interacts with some NPC's. Then when the player enters the holodeck the away team would come running around the corner as if they've been there.

    The other solution could be a set of invisible blocks of 40x40 that would coexist with the corridor floor. In order for this to work I need to know if such blocks exist? That would be similar to your solution.

    Joe_King
    [SIGPIC][/SIGPIC]
    Please leave comments or suggestions on the main thread for Homage to Galris at the following link.
    Also feel free to check out some of my other projects at the following link.
  • paxfederaticapaxfederatica Member Posts: 1,496 Arc User
    edited May 2014
    My first thought was to check the y-coordinates of the block, the pad and your spawn point to ensure that they're not causing the player to end up "inside" the block instead of walking on it, but then your issue would probably be getting stuck inside the block instead of falling through it.
  • chepetico2chepetico2 Member Posts: 0 Arc User
    edited May 2014
    Mods, please delete this post.

    Hi paxfederatica!

    Your posts aren't a problem with me! The spawn point is positioned slightly above the transporter pad to address the issue you mentioned.

    Joe_King

    P.S.: I just saw your follow-up post, thanks for your response!
    [SIGPIC][/SIGPIC]
    Please leave comments or suggestions on the main thread for Homage to Galris at the following link.
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  • erei1erei1 Member Posts: 4,081 Arc User
    edited May 2014
    My first thought was to check the y-coordinates of the block, the pad and your spawn point to ensure that they're not causing the player to end up "inside" the block instead of walking on it, but then your issue would probably be getting stuck inside the block instead of falling through it.
    A bad spawn could be the cause of the problem. While there are safeties for the players, it seems they are lacking for the BOFFs. That's how we make the away team-player separation by spawning an asset on the team. The player will be sent to the nearest respawn, while the BOFF will be bumped to the nearest "unstuck" place.

    I would try to move the spawn, if you can clean the "roof" if you have any (just move it away), and try spawning much higher than you used to. Even if the player fall, he will survive, no matter the height. And you'll see if you boff are still stuck.

    You can also use tribble to replicate the problem. Make a very very short mission, including the same map, with the same block with the same coordinates, with the same spawn. See if the bug is replicated, and then try to fix it. It's slow, but then you don't have to publish a bugged mission on holodeck, and moving assets and trigger is a lot more easier when you are on a test mission.
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  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited May 2014
    So just to confirm what others have said, Boffs falling through the floor definitly sounds like a pathing issue. Pathing ignores any object that has a trigger. The reason you're not seeing it in preview is that pathing isn't calculated until publish. If you were to remove the trigger from the floor and publish the mission, I bet you would find that the issue has cleared itself up.

    Perhaps you can tell us a little more about the situation you're trying to create that requires the floor to be despawned? Maybe there's another way to approach it.
  • chepetico2chepetico2 Member Posts: 0 Arc User
    edited May 2014
    erei1 wrote: »
    A bad spawn could be the cause of the problem. While there are safeties for the players, it seems they are lacking for the BOFFs. That's how we make the away team-player separation by spawning an asset on the team. The player will be sent to the nearest respawn, while the BOFF will be bumped to the nearest "unstuck" place.

    I would try to move the spawn, if you can clean the "roof" if you have any (just move it away), and try spawning much higher than you used to. Even if the player fall, he will survive, no matter the height. And you'll see if you boff are still stuck.

    You can also use tribble to replicate the problem. Make a very very short mission, including the same map, with the same block with the same coordinates, with the same spawn. See if the bug is replicated, and then try to fix it. It's slow, but then you don't have to publish a bugged mission on holodeck, and moving assets and trigger is a lot more easier when you are on a test mission.

    Hi ereil!

    Thanks for your advice, I'll try this when I get home but i do want to clarify that the BOFFs are able to walk in the transporter room. They don't fall through the transporter pad. They don't fall until trying to leave the room. I also had some NPC's I deleted who appeared at the corridor level but would not wander even though the wander weight was set at 20.

    Joe_King
    [SIGPIC][/SIGPIC]
    Please leave comments or suggestions on the main thread for Homage to Galris at the following link.
    Also feel free to check out some of my other projects at the following link.
  • chepetico2chepetico2 Member Posts: 0 Arc User
    edited May 2014
    So just to confirm what others have said, Boffs falling through the floor definitly sounds like a pathing issue. Pathing ignores any object that has a trigger. The reason you're not seeing it in preview is that pathing isn't calculated until publish. If you were to remove the trigger from the floor and publish the mission, I bet you would find that the issue has cleared itself up.

    Perhaps you can tell us a little more about the situation you're trying to create that requires the floor to be despawned? Maybe there's another way to approach it.

    Hi greendragon!

    It was a pathing issue and I was able till solve it. The effect I'm going for is entering a holodeck. I constructed a corridor that disappears after the player enters the holodeck. As you stated the problem was that the building block disappears preventing the pathing calculation. The solution was to place a number of invisible walls between the transporter room and the building block. This acts as a kind of 'bridge' allowing the BOFFs to walk into the corridor... The end result is a pretty cool effect if I do say so myself! :cool:

    Joe_King
    [SIGPIC][/SIGPIC]
    Please leave comments or suggestions on the main thread for Homage to Galris at the following link.
    Also feel free to check out some of my other projects at the following link.
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