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Wander broken - enemies don't move

SystemSystem Member, NoReporting Posts: 178,019 Arc User
The enemy ships I've put on my maps do not seem to be moving any more. They all have wander set to True and were working fine before the last patch (Dec 22) that fixed the ground character idle animations.

But now the ships I've placed on space maps don't wander. I haven't got any ground NPCs set to wander so I don't know if that's broken too.
Post edited by baddmoonrizin on
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Are you checking this before or after publishing?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Are you checking this before or after publishing?

    After publishing. I had to manually republish my mission to see the fixes for the chat animations. Those are now working, but the ships no longer wander any more.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Latest - I withdrew one of my missions completely while I added a new respawn point and then republished it again and tested the republished live version and the ships still do not wander.

    So both of my live published missions do not have working wandering ships, whereas they worked fine before that patch that broke ship costumes and fixed the animations. Republishing has no effect. :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Which of your missions is this, please?

    It's working fine for me, but I am testing on a slightly newer build than y'all are testing on.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Which of your missions is this, please?

    It's working fine for me, but I am testing on a slightly newer build than y'all are testing on.

    Both of the ones in my signature. They used to have moving ships but they don't move any more. I have seen other people posting that brand new missions they make seem to have wander working, but I have no intention of scrapping my existing stuff and re-making it so that it has working stuff.

    I'm just hoping that it all works on a newer build. But I've gone into tribble on the current build, played through both of my missions and they both have static NPC ship groups, even though they have wander enabled and have been republished multiple times since the last patch.
    Note: You will need to manually republish your missions to see the fix for wander not working appropriately. :)
    Allerka wrote: »
    Did that. Still doesn't work. I think it's part of my mission, though. If I make a new mission and set up wander, it seems to work fine. I guess I'll have to re-do mine from scratch.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I can second this. I had wandering working in "The Longing", and then it suddenly broke (with the Dec 22 patch, I believe). This afflicts both ground and space enemy groups.

    Regards,
    Rachel
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Perhaps you could advise me on a related problem. I'm trying to pack a room full of starfleet crew who are wandering all over the place - sociallizing and partying. I set five mobs of starfleet ensigns in the room. Then, I set wander to true, wander weight all the way up and wander distance to max. Nobody moves anywhere, even after publish.

    Is this something I'm doing wrong, that I can fix or is it something wrong with the Foundry that I cannot?

    Many thanks in advance,


    EB
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Ebeyer, that does sound like a bug. Have you tried fiddling with the values at all? Maybe set path nodes to 2?

    What's the name of your mission?

    Thanks!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    same for me, this is happening with ships as well as ground npcs
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Any news on when this will be fixed?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    No luck here either. It doesn't work ATM.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Recently republished my missions after the latest January patch - my NPC ships still didn't move so I created a test mission and fiddled with the wander settings.

    The ships moved! Slightly. They seemed to move for 1 second and stop and then not move again for ages. So it might just be a question of finding the right settings? Either that, or the default settings changed from the Dec 22 patch and are set too low because the ships just appear to be static when you just leave it at the default settings. :eek:

    So I guess wander mode works (sort of), but maybe raise the default settings? I hope other people who have said they have a problem with this will try changing the settings to see if it starts working?

    EDIT: I've tried a variety of settings including medium on every setting, maximum on every setting and I can't get any consistent ship movement results :( They mostly just sit around idle.

    Are there any recommended settings somewhere? Or is this thing actually broken and NPCs aren't responding to the settings given?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Sorry it has taken me so long to get back to y'all about this.

    Wander works just fine for me, though it does seem to require higher input numbers now.
    The simplest way to verify this for yourself is to set the ships in a really obvious idle animation, like scan.

    IIt actually feels to me like default space movement speed dropped a little, which I'm investigating.

    FYI, here are the wander settings I used to see rather noticeable wandering:
    Speed: 30
    Duration: 20
    Weight: 11
    Distance: 64
    Wander Idle: 5
    Path Nodes: 5

    Idle Animation: Scan - Space
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Sorry it has taken me so long to get back to y'all about this.

    Wander works just fine for me, though it does seem to require higher input numbers now.
    The simplest way to verify this for yourself is to set the ships in a really obvious idle animation, like scan.

    IIt actually feels to me like default space movement speed dropped a little, which I'm investigating.

    FYI, here are the wander settings I used to see rather noticeable wandering:
    Speed: 30
    Duration: 20
    Weight: 11
    Distance: 64
    Wander Idle: 5
    Path Nodes: 5

    Idle Animation: Scan - Space
    I did have all the settings maxed out with no effect, also is this the same for groun npc's as well?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    .

    FYI, here are the wander settings I used to see rather noticeable wandering:
    Speed: 30
    Duration: 20
    Weight: 11
    Distance: 64
    Wander Idle: 5
    Path Nodes: 5

    Idle Animation: Scan - Space

    is this for space or ground?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Space, but ground wander doen't work either
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Altexist wrote: »
    is this for space or ground?

    Sorry I didn't specify, but I'm discussing space.

    EDIT:
    Also, I've just sent off the issue with wander not working on ground maps. That's something else going on, (probably) unrelated to the issues space.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Has this been resolved?

    I used the settings the dev posted above

    My "Save the Ube People" mission has the same issue.

    Thanks,
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    My enemy ground groups either move very slightly or not at all when I engage them. Is this related?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Ground and space is working
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    My enemy ground groups either move very slightly or not at all when I engage them. Is this related?

    Yes, that is exactly the problem.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    chaddy18 wrote: »
    Ground and space is working

    I just checked, and for me it's not working.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    chaddy18 wrote: »
    Ground and space is working

    No, they aren't.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    boglejam wrote: »
    No, they aren't.
    yes they are
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Work fine in both space and ground in my published missions, just it doesnt work on ground npc's in foundry preview.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Work fine in both space and ground in my published missions, just it doesnt work on ground npc's in foundry preview.

    Ok, I will check the published missions and see what happens. Thanks,

    The ships move around in space but it's barely noticeable. I use the settings the dev posted perviously.

    I have already withdrawn and republished.

    Any other suggestions?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Ground will never work until after publish. (Unless we manage to somehow massively change the way things currently work.)

    Space should work in preview and publish, though. I've found that the real problem is that when ships are at idle, they move, but very slowly and mostly in-place. This makes it seem like your wander stuff isn't working. Set idle weight to 1 and wander weight to something really high and see what happens. And set idle duration low and wander duration high.

    Play with it and see if you can make stuff work. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Ground will never work until after publish. (Unless we manage to somehow massively change the way things currently work.)

    Space should work in preview and publish, though. I've found that the real problem is that when ships are at idle, they move, but very slowly and mostly in-place. This makes it seem like your wander stuff isn't working. Set idle weight to 1 and wander weight to something really high and see what happens. And set idle duration low and wander duration high.

    Play with it and see if you can make stuff work. :)

    I did try that, including the settings you mentioned are all what the ships in The Syndicate Extraction are using I think. But they are all static. I set also made a test missions where the wander weight and durations high and idles to their minimums (I don't think I could set them to nothing). Could not get them to do more than wiggle in place.

    Could this be because the mission has been published before and has pathing stuff processed already? I seem to recall reading a post dstahl made about how publishing worked and how the AI pathing gets added to with each publish. I dunno. That's the only thing I can think of to explain why some old missions don't work and some new ones do.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    chaddy18 wrote: »
    yes they are

    No. Really. They aren't.

    I have withdrawn the mission several times and republished. I have destroyed the ground mobs, remade them, and then republished. I have not been able to get ground groups to do anything but stand stock still and wait to be shot.

    I can't get ground wander to work no matter what I do.

    I also just posted a thread asking Cryptic to not put more UGC on holodeck until they fix pathing in maps and mob wandering. If they put stuff on live like it is, all they will accomplish is to sour the players on UGC since they won't know the pathing problems and stationary mobs are not the authors fault.

    After hyping UGC so much, to launch it like it is will just sour potential players and make them think UGC authors turn out TRIBBLE missions.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Ground will never work until after publish. (Unless we manage to somehow massively change the way things currently work.)

    Space should work in preview and publish, though. I've found that the real problem is that when ships are at idle, they move, but very slowly and mostly in-place. This makes it seem like your wander stuff isn't working. Set idle weight to 1 and wander weight to something really high and see what happens. And set idle duration low and wander duration high.

    Play with it and see if you can make stuff work. :)

    I did as you suggest, the Borg Spheres move around but not much more than their own radius.
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