Firing and ability FX hardpoints for exocomp costumes (Exocomp 01, Exocomp 02, Tholian Exocomp) route through floor instead of body, or floating weapons.
Description:
When using one of the new exocomp costumes on a combat NPC with in-built ranged weapons (like Borg), all firing FX is routed through the "base" of the costume, at floor level. If the combat NPC has a separate weapon, like a pistol or rifle, it instead floats in front of the Exocomp, facing sideways. All ability FX also routes through the "base" of the costume, effectively invisible.
CATEGORY :
Foundry graphics
How to reproduce:
1- Set combat NPC to use Exocomp 1, Exocomp 2, or Tholian Exocomp costume.
2- Fight NPC or have them fight another NPC.
LOCATION:
Any map where an Exocomp costume is used on a combat NPC.
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Very glad to see exocomp costumes added to the foundry, although they're not very friendly with combat groups at the moment. Thank you very much to whoever put them in! Hopefully a fix to this issue isn't too unreasonable to ask for.
You've [accidentally] reached the Foundry bug reporting forum (the mission building tool for the PC version of STO.)
Bipedal mammal and senior Foundry author.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
You've [accidentally] reached the Foundry bug reporting forum (the mission building tool for the PC version of STO.)
No, I have the right forum. I can understand if you're used to how many people post regular bugs in this area, but this is most definitely a Foundry bug. I'm sorry if I couldn't think of the right category to use when I posted this.
I didn't realize I needed to be more direct that this is a Foundry issue. I mean, you can't reskin NPCs in regular gameplay, so I wasn't expecting this to be an issue. Sorry for the misunderstanding here.
whichever group you reskin it will keep the weapon models used by said npcs (Phaser rifles for fed groups etc) I don't think there is anyway around it, other than using a certain group tyle that doesn't use weapon models (I.E. Devidians )
whichever group you reskin it will keep the weapon models used by said npcs (Phaser rifles for fed groups etc) I don't think there is anyway around it, other than using a certain group tyle that doesn't use weapon models (I.E. Devidians )
Ah. Still, hopefully something could at least be done about how they don't have properly hooked up ability FX hardpoints, aside from the weapons.
No, I have the right forum. I can understand if you're used to how many people post regular bugs in this area, but this is most definitely a Foundry bug. I'm sorry if I couldn't think of the right category to use when I posted this.
I didn't realize I needed to be more direct that this is a Foundry issue. I mean, you can't reskin NPCs in regular gameplay, so I wasn't expecting this to be an issue. Sorry for the misunderstanding here.
Woops, sorry. On my first reading I thought you were reporting something about firing hardpoints on Exocomp NPC's in the main game. On reading your post thoroughly, the issue in question is something I've never given any thought to as a bug the devs could take action on (which is probably why my mind went elsewhere. ) More, it's just us breaking things.
Basically, Cryptic probably can't do anything about the game defaulting a weapon/firing hardpoint location on character models that haven't been setup correctly to that unit type. It feels like something basic to the game (it even happens with the player when polymorphed by Q during the Winter Event). A gun is set to be there, so the game will put a gun there regardless if the location has been set properly. To avoid this, what Cryptic has apparently done is create specific combat units built for non-humanoid, gun-less character models. No worries about "what to do with the gun" if the question doesn't arise in the first place. In the Foundry, that includes Undine, Tholians, Devidians, Fek'lhr, Bluegill, and animals.
You might see the problem then. We just don't have the combat unit type built for Exocomps. You could suggest a special drone combat group be added. In the meantime, you will have to improvise. As Sutherland said, if you need enemy exocomps the way to go is to reskin one of the mobs listed above (Devidians and Tholians I would look into first.) But, there will still be inconsistencies with animations and combat behavior (they aren't exocomps.) If you need allied exocomps, floating weapons may simply be something you have to live with.
Personally, what I've done is just use security holograms whenever I've needed an artificial life form for combat. It gets around the whole issue. I'm not sure how central Exocomps are to the mission you're trying to make, but if they're just cannon fodder then a small writing change (and a full-suited MACO custom NPC) may be the easiest work around.
Bipedal mammal and senior Foundry author.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
Comments
http://www.arcgames.com/en/forums/startrekonline#/categories/graphical-and-sound-issues
You've [accidentally] reached the Foundry bug reporting forum (the mission building tool for the PC version of STO.)
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
No, I have the right forum. I can understand if you're used to how many people post regular bugs in this area, but this is most definitely a Foundry bug. I'm sorry if I couldn't think of the right category to use when I posted this.
I didn't realize I needed to be more direct that this is a Foundry issue. I mean, you can't reskin NPCs in regular gameplay, so I wasn't expecting this to be an issue. Sorry for the misunderstanding here.
Ah. Still, hopefully something could at least be done about how they don't have properly hooked up ability FX hardpoints, aside from the weapons.
Woops, sorry. On my first reading I thought you were reporting something about firing hardpoints on Exocomp NPC's in the main game. On reading your post thoroughly, the issue in question is something I've never given any thought to as a bug the devs could take action on (which is probably why my mind went elsewhere. ) More, it's just us breaking things.
Basically, Cryptic probably can't do anything about the game defaulting a weapon/firing hardpoint location on character models that haven't been setup correctly to that unit type. It feels like something basic to the game (it even happens with the player when polymorphed by Q during the Winter Event). A gun is set to be there, so the game will put a gun there regardless if the location has been set properly. To avoid this, what Cryptic has apparently done is create specific combat units built for non-humanoid, gun-less character models. No worries about "what to do with the gun" if the question doesn't arise in the first place. In the Foundry, that includes Undine, Tholians, Devidians, Fek'lhr, Bluegill, and animals.
You might see the problem then. We just don't have the combat unit type built for Exocomps. You could suggest a special drone combat group be added. In the meantime, you will have to improvise. As Sutherland said, if you need enemy exocomps the way to go is to reskin one of the mobs listed above (Devidians and Tholians I would look into first.) But, there will still be inconsistencies with animations and combat behavior (they aren't exocomps.) If you need allied exocomps, floating weapons may simply be something you have to live with.
Personally, what I've done is just use security holograms whenever I've needed an artificial life form for combat. It gets around the whole issue. I'm not sure how central Exocomps are to the mission you're trying to make, but if they're just cannon fodder then a small writing change (and a full-suited MACO custom NPC) may be the easiest work around.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!