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Thanks SO MUCH for all your support, and we'll see you in-game!
You should always include the mission ID number in a bug report, published or not. That way if Cryptic's QA people want to go look at it they can find it easier.
Anyway, is it just me or are we getting a greatest hits album of past Foundry bugs. Falling through floors, map transitions taking forever, walls not being solid. All the old favorites.
Check out the latest episode of The Foundry Roundtable at StarbaseUGC
Invisible walls are still working for me. I have found, like you, that some of the old "work arounds" still work better than using the NPC/Enemy appear/disappear feature.
Are you using "Invisible Wall - Tall"s? If so, make sure you are placing their Y value to be slightly below ground so that you can be sure there isn't a gap at the bottom that can be seen through (putting the Y value down by 5 or so should be sufficient, and the invisible wall - tall will still stick up quite a bit higher). Also, it might help to put a double layer of walls so that the player's boffs can't jump through and trigger the enemies accidentally.
I'd also suggest boosting the Y value of the enemies so that they are off the ground. They'll still spawn on the ground, regardless of whether they are set slightly off the ground. However, it will ensure they don't spawn beneath the ground. It sounds to me like your NPCs are spawning beneath the ground and thus seeing beneath the invisible walls.
Invisible walls are still working for me. I have found, like you, that some of the old "work arounds" still work better than using the NPC/Enemy appear/disappear feature.
Are you using "Invisible Wall - Tall"s? If so, make sure you are placing their Y value to be slightly below ground so that you can be sure there isn't a gap at the bottom that can be seen through (putting the Y value down by 5 or so should be sufficient, and the invisible wall - tall will still stick up quite a bit higher). Also, it might help to put a double layer of walls so that the player's boffs can't jump through and trigger the enemies accidentally.
I'd also suggest boosting the Y value of the enemies so that they are off the ground. They'll still spawn on the ground, regardless of whether they are set slightly off the ground. However, it will ensure they don't spawn beneath the ground. It sounds to me like your NPCs are spawning beneath the ground and thus seeing beneath the invisible walls.
Thanks bud. I will give this a try. Hopefully this works