As the title says, all these functions are, well, non-functional after publication. Went to test my mission after publishing, and instead of having NPCs going around and being immersive, they stand utterly still and don't do anything. Chat and Idle animations don't play, they don't budge for Wander or Jobs. Don't really have a workaround, since it's nothing I can change.
As the title says, all these functions are, well, non-functional after publication. Went to test my mission after publishing, and instead of having NPCs going around and being immersive, they stand utterly still and don't do anything. Chat and Idle animations don't play, they don't budge for Wander or Jobs. Don't really have a workaround, since it's nothing I can change.
Ive had trouble with this too , but there must be a way as ive played a few foundry missions where the npcs did do all this.
Wish someone who has got this to work would post there settings they used as most cant get it to work.
I have this problem too now. Prior to the launch of Season 3 when they had Foundry up on the first test weekend this was not an issue. Now this weekend, it seems that no matter what I do with the wander, timers, weight etc. I will get NPC's that just stand still.
Weird part for me is it won't be the entire group , most will move around and wander, react to enemies etc, but there will be 1 - 2 actors that just won't do anything.
Also, now vessels try to fly to the center of Borg Cubes and get hung up on their hull. Or just sit there without flying around, again even with wander set, timer etc.
I had this working before but seems its busted somewhere.
I got wander to work tonight, but the idle animations did not. Also, the bots seemed to wander the same regardless of how many nodes, etc.
Really? Huh. I'll have to take another look then, last I saw earlier today was everyone was still standing in place with none of the features working, just like before.
Gotta love the chumps that mark missions down for having the walking dead, despite this being a known bug.
Heh, indeed. I know there's going to be tons of bugs beyond our control. I pretty much only judge on story quality, spelling/grammar, and general design. Unfortunately, even then, most missions I've been playing have been disappointing...
Really? Huh. I'll have to take another look then, last I saw earlier today was everyone was still standing in place with none of the features working, just like before.
...
I set wander to true, and then I uped the values of weight, distance and nodes. Then, after publishing and playing the mission, the npcs kind or run around in no particular pattern. I kept experimenting with more nodes and different values, but they seemed to act the same with 3 of the 5 npcs running around at different intervals.
I noticed on my missions the npcs are now wandering too , i had most of them set up to say things and do idles but they no longer seem to work instead there rushing about everywhere.
Weird, still not working for me. Everyone's still just standing around.
Are you just viewing the preview? Or are you talking about a published mission? Because according to the thing in one of the threads I read from dstahl, the wander won't work in preview mode, only in a published mission because the AI only works out paths info during the publishing process.
Are you just viewing the preview? Or are you talking about a published mission? Because according to the thing in one of the threads I read from dstahl, the wander won't work in preview mode, only in a published mission because the AI only works out paths info during the publishing process.
No, it's in published missions too. Folks just stand around staring at walls, no matter how high I crank the settings or how long I wait.
Well, I created a new mission with a wide open map, placed a group from every race in it, published, hopped in, everyone was wandering around, including the Fed and Borg NPCs. Guess it's my map carrying over the bug from before the update they made while it was down. Maybe if I withdraw and republish the map...
Obviously re-doing it from scratch would probably fix it as well, but I'd like to avoid that for now if possible.
Behavior in preview and published is definitely different. My Borg dance in preview (as they should), but not in the published mission...most of the groups wander with default settings, but the last group just stands there.
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Ive had trouble with this too , but there must be a way as ive played a few foundry missions where the npcs did do all this.
Wish someone who has got this to work would post there settings they used as most cant get it to work.
Weird part for me is it won't be the entire group , most will move around and wander, react to enemies etc, but there will be 1 - 2 actors that just won't do anything.
Also, now vessels try to fly to the center of Borg Cubes and get hung up on their hull. Or just sit there without flying around, again even with wander set, timer etc.
I had this working before but seems its busted somewhere.
Beta in a nutshell. Bug it in game and report it on the Bug forum. They will love you for it.
Heh, indeed. I know there's going to be tons of bugs beyond our control. I pretty much only judge on story quality, spelling/grammar, and general design. Unfortunately, even then, most missions I've been playing have been disappointing...
I set wander to true, and then I uped the values of weight, distance and nodes. Then, after publishing and playing the mission, the npcs kind or run around in no particular pattern. I kept experimenting with more nodes and different values, but they seemed to act the same with 3 of the 5 npcs running around at different intervals.
Are you just viewing the preview? Or are you talking about a published mission? Because according to the thing in one of the threads I read from dstahl, the wander won't work in preview mode, only in a published mission because the AI only works out paths info during the publishing process.
Then it might be the npc group that you're using. They don't all work, it seems.
I tested wander with a Klingon group and it worked. Maybe the Borg are not working properly.
Obviously re-doing it from scratch would probably fix it as well, but I'd like to avoid that for now if possible.