Star Trek Online

Star Trek Online (http://sto-forum.perfectworld.com/index.php)
-   The Foundry for Star Trek Online - Discussion & Feedback (http://sto-forum.perfectworld.com/forumdisplay.php?f=204)
-   -   Mastiffs + invisible wall = trouble (http://sto-forum.perfectworld.com/showthread.php?t=567421)

erei1 02-25-2013 06:41 PM

Mastiffs + invisible wall = trouble
 
I have a problem with one of my mission. It was supposed to be easy, and in the end it's a nightmare. Also, I'm running out of red shirts.
Before I start, the mission is not a BOFF grinder or whatever. It's part of the story.

The situation : I have several Mastiffs (same bug with targs, and I any melees) inside a small "arena" made of invisible walls and broken forcefield. Since they can move through the forcefield, I need the invisible walls to "stop" them. I can't use rocks, or anything else than forcefield and invisible wall.
Then, several ensigns appear inside the "arena". Mastiffs and ensigns fight, ensigns loose, the player can't do anything. Sound easy.
However, the mastiffs AND the ensigns go THROUGH the invisible wall, and then start a battle royale with the player. It seems they get "stuck" when reaching the wall, for some unknown reason, and are teleported on the other side.
Also, it seems the more invisible walls I use, the more likely they will get teleported. The more mastiffs I have, the more likely they will get teleported.

I'm working for a solution since a week, and it's driving me nuts. So far, on 3 "arenas" situations, 2 are working as intended, 1 is not. And they are EXACTLY the same.

The mission is not published, because of this bug, and Tribble is down, so I can't show you (I have a tribble "crashtest" mission).

If someone have an advice, that would be awesome.

stardestroyer001 02-25-2013 07:03 PM

Publish the mission (add to the description that it's a DON'T PLAY, Author testing only) and play it, see if the problem goes away.

Something is wrong with the Foundry editor in regards to pathing. Only way to know for sure whether your map has issues or not is to publish it.

nagorak 02-25-2013 07:32 PM

There's a bug in preview which has been mentioned.

However, enemies also can and do jump through invisible walls. It's something to do with the anti-stuck behavior. What you can do is double or triple wall the encounter. That should prevent them from making it all the way out, for the most part, and also prevent the player's boffs from jumping inside.

erei1 02-25-2013 08:02 PM

It's not during preview. During preview they simply goes through the ground, and spawn in the middle of the map, along with the away team. No matter what.
It happen when the mission is published.

That make it even more painful, as I have to publish it each time I want to see if I solved the bug.

As for the double/triple wall, that was my idea at first, but the more I added walls, the more likely they'll bug and goes through.

skydawnknight 02-25-2013 09:04 PM

Two questions:

Have you tried using the tall invisible walls?

And second, did you try moving the mobs encounter radius away from where the player is standing? Ex: Have the mastiff and ensigns in each other's combat radius but move the radius as far up as you can away from where the player is standing. All you need is one mob in each radius to start the encounter. Not sure if that works with your map, but it's just an idea.

erei1 02-25-2013 09:30 PM

Quote:

Originally Posted by skydawnknight (Post 8313051)
Two questions:

Have you tried using the tall invisible walls?

Yes. I always do :D

Quote:

And second, did you try moving the mobs encounter radius away from where the player is standing? Ex: Have the mastiff and ensigns in each other's combat radius but move the radius as far up as you can away from where the player is standing. All you need is one mob in each radius to start the encounter. Not sure if that works with your map, but it's just an idea.
I can't do that. The map is too small for that (facility 4028), and the radius are large. The problem doesn't seems to comes from the mastiff wanting to aggro the player. They don't go through the wall before the ensigns spawn.

skydawnknight 02-26-2013 04:29 AM

Hmm... ok. I wonder if it's the mobs themselves? I've never used melee mobs behind walls before.

How about instead of putting multiple walls up to block the mastiffs, you still put a wall up for them but also put a full wall up around the player at the same time?

nagorak 02-26-2013 04:53 AM

Is it the mastiffs that are jumping through to attack the player? If so, try changing the ensigns to be another faction besides Fed. I think what may be happening is the mastiffs are getting in combat with Fed faction and then identifying the player as being part of the faction they're fighting.

Even if I'm wrong this should fix the problem: set mastiffs to be a neutral group type. Despite the name this sort of group is neutral only to Fed/Klink factions. Set the ensign group to be any faction besides Fed/Klink and the mastiffs will attack them while being totally neutral to the player. In edition you can set the ensigns to Timid to make them even less likely to attack the player (the mastiffs should initiate combat with them).

In this way even it they jump through they should not attack the player.

erei1 02-26-2013 06:38 AM

Quote:

Originally Posted by skydawnknight (Post 8316271)
Hmm... ok. I wonder if it's the mobs themselves? I've never used melee mobs behind walls before.

How about instead of putting multiple walls up to block the mastiffs, you still put a wall up for them but also put a full wall up around the player at the same time?

Did that to. Makes the bug more likely to occur :(

Quote:

Originally Posted by nagorak (Post 8316431)
Is it the mastiffs that are jumping through to attack the player? If so, try changing the ensigns to be another faction besides Fed. I think what may be happening is the mastiffs are getting in combat with Fed faction and then identifying the player as being part of the faction they're fighting.

Even if I'm wrong this should fix the problem: set mastiffs to be a neutral group type. Despite the name this sort of group is neutral only to Fed/Klink factions. Set the ensign group to be any faction besides Fed/Klink and the mastiffs will attack them while being totally neutral to the player. In edition you can set the ensigns to Timid to make them even less likely to attack the player (the mastiffs should initiate combat with them).

In this way even it they jump through they should not attack the player.

I already set the ensign to timid. I was trying to make a summary execution, but no matter what I do, the ensign start shooting. I suppose they nerfed "timid" creature because of all the grind foundry mission there is.
I'll try the neutral mastiff. However, the ensigns are "allies" to the player.

nagorak 02-26-2013 07:23 PM

I think that changing the faction of the Ensigns will solve the problem based on my experience with a similar situation. You can use mirror universe Fed. It may be weird that they are "red" to the player, but it probably won't be that noticeable and they'll die pretty fast.

The setting mastiffs to neutral group is just an added backup to prevent them from attacking the player.


All times are GMT -7. The time now is 02:04 PM.