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Join Date: Dec 2007
Posts: 148
# 11
02-08-2012, 01:18 AM
Map dialogues triggered by Objective In-Progress show the error "Could not find contact", preventing the mission from being published, even though it works fine in the editor.

Documented 1: http://forums.startrekonline.com/sho...d.php?t=231567
Documented 2: http://forums.startrekonline.com/sho...d.php?t=231270

"Solution": Use some other trigger.

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Map dialogues triggered by Objective Complete show a random incorrect dialogue, not even necessarily from the same map.

Documented: http://forums.startrekonline.com/arc.../t-233826.html

"Solution": Use some other trigger.

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NPCs will shoot through force fields like they're not there. And once they are activated they will "jump" through the force field also.

Solution: Add an invisible wall to every force field to prevent the NPCs from seeing through them to shoot. This still won't stop them from jumping through the force field and invisible wall if they do get activated though.

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NPCs (Boffs and enemy groups) will often "jump" invisible walls. And pathing seems to force them to do so, creating some serious issues on some maps.

""Solution": Put about 10+ invisible walls separated only by a small distance. It seems to "catch" the NPCs a large percentage of the time, leaving them jumping in place, although it still doesn't work completely, and you can't prevent them from jumping through the first invisible wall.
Join Date: Dec 2007
Posts: 148
# 12
02-08-2012, 01:53 AM
Quote:
Originally Posted by Nagorak View Post
Map dialogues triggered by Objective In-Progress show the error "Could not find contact", preventing the mission from being published, even though it works fine in the editor.

Documented 1: http://forums.startrekonline.com/sho...d.php?t=231567
Documented 2: http://forums.startrekonline.com/sho...d.php?t=231270

"Solution": Use some other trigger.

---------------------------------------------------------------------------------------------------------------------------------

Map dialogues triggered by Objective Complete show a random incorrect dialogue, not even necessarily from the same map.

Documented: http://forums.startrekonline.com/arc.../t-233826.html

"Solution": Use some other trigger.

--------------------------------------------------------------------------------------------------------------------------------

NPCs will shoot through force fields like they're not there. And once they are activated they will "jump" through the force field also.

Solution: Add an invisible wall to every force field to prevent the NPCs from seeing through them to shoot. This still won't stop them from jumping through the force field and invisible wall if they do get activated though.

--------------------------------------------------------------------------------------------------------------------------------

NPCs (Boffs and enemy groups) will often "jump" invisible walls. And pathing seems to force them to do so, creating some serious issues on some maps.

""Solution": Put about 10+ invisible walls separated only by a small distance. It seems to "catch" the NPCs a large percentage of the time, leaving them jumping in place, although it still doesn't work completely, and you can't prevent them from jumping through the first invisible wall.
Thank you, these are great. Happy to second them myself. Adding to list. Update coming soon. Could I get a list of maps still with pathing issues. I know Zerniousrex stated, it's because pathing hasn't been added to them yet. Maybe because they havn't a list to go off yet.
Join Date: Dec 2007
Posts: 148
# 13
02-08-2012, 04:05 AM
I don't think the pathing issues I've encountered is due to any specific map. It seems to be more of an issue with the Boffs/NPCs in general. I've had problems on the Galaxy bridge, and the generic bridge, but it's not the map per se, rather the fact that NPCs don't respect the force fields and invisible walls and just try to rush through them.

If someone wants to look at the pathing and see the problems I'm talking about, just check out project ST-HDMGKMQ8B, Atlas Affair (Part 1/2). Both the U.S.S. Atlas Bridge and U.S.S. Atlas Battle Bridge have the problems with the Boffs (and NPCs if they get activated, but I've gone to extreme lengths to try to prevent that) jumping through force fields and invisible walls.

Here's an example of the lengths I've gone to in order to try to solve the problem, still without 100% success: http://www.nagorak.com/atlasbattlebridge.jpg


Also, Boff pathing on my U.S.S. Hyperion custom map just doesn't work at all. They get stuck in most of the door walls and can't go through. It's a non-combat map so it's not the end of the world, but it's still irritating.
Join Date: Dec 2007
Posts: 148
# 14
02-08-2012, 04:09 AM
Actually, let me add one more bug:

The pathing through the wall - doors is very poor in general. Sporadically one or more of your boffs will just get stuck in them and be unable to move further. It happens on the custom map I mentioned above, but it happens on other maps too. For a while I had a door on the Galaxy class bridge (U.S.S. Atlas Bridge), and it also did not work, so I was forced to remove it.

I've also experienced this bug in other players' missions as well. Any time there's a wall - door there's a chance it will be bugged and one or more boffs will get stuck (strangely sometimes only one gets stuck and the rest are fine).

Boffs will jump through invisible walls and force fields, but when they encounter a door wall they just get stuck. So, the jumping through walls behavior doesn't even help in the one situation it would be good.

I guess after the barn doors they were used to, they just get scared of a door that's only two or three times as large as they are and don't think they can fit.
Join Date: Dec 2007
Posts: 148
# 15
02-08-2012, 02:04 PM
Quote:
Pathing Bug - Where some interiors have not had pathing added to the code.
NPC Group Wall & Detail Design Flaw - Where NPC's will attack through certain objects and walls.
BOFF Wall and Door Issue - Where the unstuck BOFF mechanic is interrupted by maps and Details/Objects design.
BOFF Threat Design Flaw - The radios in which a BOFF will attack when not set to passive is Larger than an NPC's and will not take into effect that the enemy is on the other side of the wall.
This is going to take allot more research. Not today though, because I actually want to play the game.
Join Date: Dec 2007
Posts: 148
# 16
02-08-2012, 07:10 PM
Ok, these dialog prompt triggers don't work, simply put, except on a single objective. Setting something to disappear via multiple dialogue triggers has no effect. It's half-baked.
Join Date: Dec 2007
Posts: 148
# 17
02-09-2012, 02:48 AM
Quote:
Pathing Bug - Where some interiors have not had pathing added to the code.
NPC Group Wall & Detail Design Flaw - Where NPC's will attack through certain objects and walls.
BOFF Wall and Door Issue - Where the unstuck BOFF mechanic is interrupted by maps and Details/Objects design.
BOFF Threat Design Flaw - The radios in which a BOFF will attack when not set to passive is Larger than an NPC's and will not take into effect that the enemy is on the other side of the wall.
I think some of these bugs are narrower than that. I'd state it as the following:

Pathing Bug- Limited to only certain maps. I'm not sure which ones myself. All other bugs listed below are general and occur on all maps.

Force Field Bug- Boffs/Enemies can see and attack through force fields, as if they're not even there.

Doors- NPCs don't know how to navigate them very well, and often get stuck. They shouldn't need to use an unstuck routine to get through, they just need to reliably go through the middle of the door. Whether a door's pathing works or not seems to be completely random.

Boff Combat Bug- Boffs will remain in combat if an enemy is within a certain radius, even if they can't see them. They will not enter combat if they can't see the enemy, but once in combat they don't leave it again if enemies are nearby. They won't actually attack through the wall (they can't), but they just stand there stupidly in combat and will not follow. The only exception is invisible walls/force fields mentioned in the other bugs, which they will shoot through and/or just walk right through.

Quantum mortar bug- Quantum mortars attack everything in range regardless of having no LoS on them. Probably same bug as above, only mortars apparently don't have to respect LoS, so they just attack non-stop.

Force Fields/Invisible Walls not treated as blocking movement by NPCs- They will blatantly walk into them and then use the unstuck routine to jump right through them. They are treated differently from solid walls, which the NPCs seem to respect as blocking movement, so they don't attempt to get through them. Frankly, I think the unstuck routine should be disabled-- it appears to cause more problems than it fixes. Most of the time an NPC is stuck it's because they jumped into the object in the first place.

Triggers sometimes don't activate- Sometimes objects, particularly invisible walls, will not appear or disappear properly based on triggers. Most of the time they work fine, but every so often they just don't. Maybe lag or something like that plays a part in the triggers failing to function properly.
Join Date: Dec 2007
Posts: 148
# 18
02-09-2012, 01:35 PM
Quote:
Originally Posted by Nagorak View Post
I think some of these bugs are narrower than that. I'd state it as the following:

Pathing Bug- Limited to only certain maps. I'm not sure which ones myself. All other bugs listed below are general and occur on all maps.

Force Field Bug- Boffs/Enemies can see and attack through force fields, as if they're not even there.

Doors- NPCs don't know how to navigate them very well, and often get stuck. They shouldn't need to use an unstuck routine to get through, they just need to reliably go through the middle of the door. Whether a door's pathing works or not seems to be completely random.

Boff Combat Bug- Boffs will remain in combat if an enemy is within a certain radius, even if they can't see them. They will not enter combat if they can't see the enemy, but once in combat they don't leave it again if enemies are nearby. They won't actually attack through the wall (they can't), but they just stand there stupidly in combat and will not follow. The only exception is invisible walls/force fields mentioned in the other bugs, which they will shoot through and/or just walk right through.

Quantum mortar bug- Quantum mortars attack everything in range regardless of having no LoS on them. Probably same bug as above, only mortars apparently don't have to respect LoS, so they just attack non-stop.

Force Fields/Invisible Walls not treated as blocking movement by NPCs- They will blatantly walk into them and then use the unstuck routine to jump right through them. They are treated differently from solid walls, which the NPCs seem to respect as blocking movement, so they don't attempt to get through them. Frankly, I think the unstuck routine should be disabled-- it appears to cause more problems than it fixes. Most of the time an NPC is stuck it's because they jumped into the object in the first place.

Triggers sometimes don't activate- Sometimes objects, particularly invisible walls, will not appear or disappear properly based on triggers. Most of the time they work fine, but every so often they just don't. Maybe lag or something like that plays a part in the triggers failing to function properly.
Perfect. There are a couple more elements in play such as solidity of objects that I will add, but this is a great reference point. Thank you.
Join Date: Dec 2007
Posts: 148
# 19
02-11-2012, 08:40 PM
Here's another bug I just remembered:

Importing a project results in some of the costumes being lost- Some costumes will be lost every time you import the project. It's not random either, as the same costumes are lost every time you import that project (if you do it 10 times, each time the same costumes will be missing).

http://forums.startrekonline.com/sho...d.php?t=247384
Join Date: Dec 2007
Posts: 148
# 20
02-14-2012, 10:22 PM
I am a silver player, I have come to look at the foundry editor today, was asked to pay 1000 credits for a foundry slot, got to the character selection screen, made up a human character, and after I pressed the confirmation of the character screen, I got the same failure message about creating a character.

If I am unable to use this tool as a silver player, then I would like my 1000 credits back as this is unfair that no block or message stating the fact that it's only available to gold players was in place.
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