Scripts / i would like to save hostages and disarm bombs :)

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nuncio
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Posted: 5th Sep 2015 15:53 Edited at: 5th Sep 2015 16:00
thank you for the new scripts i replaced them!

Quote: "firstly you need to set the phone entity as always active."

oh. i forgot that. now i put it on "always active? yes."

Quote: "the hostages wont move if the script isn't being loaded, there are 2 issues, #1 is that you aren't starting far enough away before you rescue the first hostages so it's not storing the location for them to run to - hence the error and why it works when you go to the other door first."

sound legit but in my second map the first hostages were far away and it didn't work. but i'll try it again in a few moments.

Quote: " if your starting location is a "safe" spot it might be worth turning them always active too."

what do you mean here? i don't really understand. in my map the starting point is outside on a 200x200 slab wich is also the trigger for the phone and i set it on "always active? yes". do you mean that or is there something else i forgot?

Quote: "#2 is that they are too close to the door and it's not giving them a clear path to run with, spread them out inside the room a bit more and it should fix the problem"

makes sense. i thought i place the hostages near the door because you said if they don't respond they are too far away from the door. but i think they were too close. i put them away from the door.

i'm saving and testing the map now...
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nuncio
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Posted: 5th Sep 2015 15:59 Edited at: 5th Sep 2015 16:13
i get this when i start:

i played it anway and i can tell you now that the "x hostages left" is on screen all the time. the display "e to rescue hostage" is now centered and better to read. everything is working great but the hostages do nothing at all. maybe because of the error. the rest is just as i like it. when you can help me fix this i'm done with that thank you
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smallg
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Posted: 5th Sep 2015 16:31
ah same problem as before, just add that function to the bottom again

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nuncio
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Posted: 5th Sep 2015 17:54
ah ok! i had to change forcesimpleobstacle=3 for the house the hostages are in as well. i added the lines under the end of "geisel.lua" and now i'm testing it again.

now i don't get the error message anymore and everthing is working exept the hostages. they are not saying thank you anymore and not running away. they stand there and stare.

i erase all *.dat files and restart GG and try again...
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nuncio
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Posted: 5th Sep 2015 17:59
this is what happens and the only thing that doesn't work. i'm stuck in this map with 12 hostages and they really drag down my FPS.is it because of the floor? because they are made with character creator? (they have no custom faces at all)
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smallg
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Posted: 5th Sep 2015 18:11
yep it's your house, try a normal house or lower it and turn on debug visuals to see if they have a path
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nuncio
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Posted: 5th Sep 2015 23:45
i tried one of the huts and it also doesn't work (the hut is also above ground but it has stairs). the hostages don't react. i lowered the ground but also no difference. could it be because of the character creator? i have 5 points where you can save hostages (12 hostages all together) and all houses are different, they all have forcesimpleobstacle=3 and they all are lower than in the picture from the post above. what else can i do?
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smallg
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Posted: 6th Sep 2015 12:33
when i say lower it i mean put the base of the house inside the terrain, AI doesnt work unless it's practically on the terrain
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nuncio
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Posted: 6th Sep 2015 19:34
ok, i will take the ground plate away, lower the house and flatten the terrain and see what happens. the AI won't move, even when the ground plate is just a millimeter above the terrain?
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nuncio
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Posted: 6th Sep 2015 20:47
i have removed ALL floors and it still does not work i made some pictures. what am i doing wrong? is it the characters or could it be the house? the rest is working.
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Pirate Myke
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Posted: 8th Sep 2015 16:57
Can you go into the matrics mode when in test game (tab tab) and slide the debug slider to 10 and then send the screen shots again please.

The actual floor plane works best for now for AI if it is 5cm or less. I believe even if it is sunk into the ground the AI would have to come off the terrain and onto it for them to walk across it. Like a hole under the floor.
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nuncio
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Posted: 8th Sep 2015 21:24
hi! still have this problem and i have no idea how to solve it. the script itself is working. @myke: i put the debug slider on 10 and made these screenshots. in this map i have removed all floor plates so the hostages are standing on the terrain.
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nuncio
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Posted: 12th Sep 2015 01:03 Edited at: 12th Sep 2015 01:04
i tried setting the doors and the hostages on "always active" thought that would help but it had no effect. still no progress in this scene. does anyone have an idea?
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smallg
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Posted: 12th Sep 2015 13:33
you have already been told why it doesnt work, your buildings aren't compatible with AI logic... the scripts work perfect
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nuncio
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Posted: 12th Sep 2015 19:07
i have used the compound buildings from valuable assets, they don't seem to work. i see in your video that it does work. is this a GG building you'r using? sandstone? i will try to replace my buildings. is there a way to make the building work? why do some buildings work and some don't?
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nuncio
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Posted: 12th Sep 2015 22:13 Edited at: 12th Sep 2015 23:55
i put the VA buildings on a new map and put in the hostages, doors and so on with all scripts. in my test version the script is working 100% also WITH the VA buildings. so it can't be the building. what can you suggest me to do now to fix this? i must have an error in my map...

edit: i have replaced all hostages and did everything again just like in my demo where it was working but the hostages don't work. i had this working with the same building in another map. i am about to place the sandstone buildings in my maps to see if they work here as well. if it doesn't work it must be something with my map or i have some mistake in the properties of an object. btw the sandstone buildings don't fit in the map at all (totally differnt style)

edit2: the sandstone building "Sandstone Structure (1)" also does NOT work in my map. the hostages ignore me when i free them from this building.

i don't find the error here. i cancel the hostage rescue thing. i will take it out of my map and make this map a regular key puzzle like it was before.
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smallg
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Posted: 13th Sep 2015 00:12 Edited at: 13th Sep 2015 00:13
the map you're talking about is the one in the screenshots above right?
firstly try remove all obstacles blocking the doors (the boat, the bloodstain etc)
next try spread the hostages out a little bit more if they still aren't moving (inside the same room but apart from each other)

if this works then you can start adding stuff back but make sure you add forcesimpleobstacle = 3 to anything that can block the way (the blood for example, the boat you can likely just move a little bit more out of the way)

with debug mode on you should be able to see lines from the characters which show their path, as you can't see them it shows they have no clear path (the squares are obstacles)

also turning physics off might be a quick solution (rather than needing to adjust the fpe)
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nuncio
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Posted: 13th Sep 2015 18:46
yes, the map is the one in the pictures. i posted all the places where you have hostages with the debug mode on as screenshots a few posts ago. can you see there what the problem might be? i will make way for the hostages, remove or change the blood and the boats etc. but in some pictures there are no lines around the hostages but it still doesn't work. what is wrong there?
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nuncio
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Posted: 14th Sep 2015 23:02 Edited at: 15th Sep 2015 06:19
i rebuilt the level from scratch and put in the script and the hostages and this time only half of the hostages work. and when i lock the hostage door with a key it doesn't matter if i have the key or not, how can i fix this?

most of the hostages work but i have exactly another copy of the building and in this one the script does work but the hostages don't move again. what is wrong in my game?


EDIT:
now after trying around for a few hours i think i can say that the error is not caused by the hostages, the door or the building because all buildings or hostages work elsewhere. i am sure that this problem must have something to do with the space that the hostages have. is it possible to reduce the distance the hostage runs before it disappears? i think maybe there must be the issue. i have made a tunnel system and in some places it works in some it doesn't it must be about the space the hostages has to run away. maybe i can make the hostage run not so far so it doesn't need so much space? this is my last idea. btw in this level i haven't put up a single crate, wall or any other object that could block the way for the hostages but it still doesn't work.
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Posted: 15th Sep 2015 20:04
i have new pictures showing the problem. i have two places built with 100% the same parts. i put in the scripts, hostages, doors. one places is working 100% and the other places never works. the hostages don't run away.
i have tried to make detailed screenshots to show the problem, maybe you have an idea. i don't know what to do, i have to take this idea out of the game, it does not work for me.
this is a new map and there are no objects on the ground that might be in the way.

i will now try to remove the blood splatters from my island village map hoping to make it work...
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nuncio
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Posted: 15th Sep 2015 20:50
i removed everything in the path of the hostages in the islnd village but it still doesn't work. in the last hut the start running but they are running against the wall (first screenshot). in the other huts the path is long and clear but the hostages don't care.
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nuncio
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Posted: 16th Sep 2015 23:53
hi! update. in my new map i have taken away the building where the hostages don't work and placed it in another place of the map and rebuilt it. now it works and i have no idea why. now i wonder about the behaviour of the free hostages. they have a free way outside but they are running up the wall all the time. why don't they go away? i have a screenshot.

in the island map i still have no functioning hostages. can you use the screenshots i made to help me solve this?
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HarryWever
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Posted: 17th Sep 2015 11:50
can you use waypoints for the characters .maybe that will work better.

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nuncio
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Posted: 17th Sep 2015 12:38
this is a great idea indeed. i did not think about this yet. i will try this when i'm home. thanks for this idea. maybe it might be that easy? now i'm really excited
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Posted: 17th Sep 2015 20:18 Edited at: 17th Sep 2015 20:23
no
i added waypoints for all hostages and they ignore it all and instead of walking thru the door they gather on the wall next to it and run into the wall together. behind the gate there is enough free space for them to run away and there is nothing in the way. looks odd, i made a screenshot. i don't know how to solve this problem. any ideas? the hostages need to disappear. 12 hostages really drag down the fps rate.
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Old Larry
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Posted: 18th Sep 2015 18:29 Edited at: 18th Sep 2015 18:30
All of your walls (tunnels) are in theirs fpe files the followed settings ?

The "collisionmode = 1" and the "forcesimpleobstacle = 3" are very necessary
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Posted: 18th Sep 2015 19:52 Edited at: 18th Sep 2015 20:00
important: set the *START* of the waypoint at the location of the hostages and they will now follow waypoints and disappear once they reach the end.
edit; to clarify, by start i mean the first waypoint that is automatically created when you click the add new waypoint button (this is set by the system as the start, not the other end)
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nuncio
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Posted: 18th Sep 2015 20:40
thank you for the new version. the hostages follow the waypoints but at some point they switch back to old habits and all run at the wall. it does not work for me. but all hostages do something different. some run a few waypoints and then stop, some don't move at all and some ignore all of the waypoints.
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HarryWever
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Posted: 19th Sep 2015 09:26
Give the waypoints enough room besides walls.
my experience is that They don't walk exactly on the line, so they need more space.

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nuncio
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Posted: 21st Sep 2015 13:12
i tried everything possible to make this work and it took the whole weekend (really). nothing happened. i made thousands of screenshots and i have lots of ideas what could be wrong but now i deleted it all and i'm tired of this. there will be no hostages in my map. doesn't work at all.
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Posted: 22nd Sep 2015 22:46 Edited at: 23rd Sep 2015 06:56
old larry, your post seemed to be the help that made it work. at least in the cave level i built. yes it seems to work!
Quote: "All of your walls (tunnels) are in theirs fpe files the followed settings ?
[...]
The "collisionmode = 1" and the "forcesimpleobstacle = 3" are very necessary "

this in comination with the waypoints made it work
thank you!

now i will try the village map again and see if i can use this there to make it work.


EDIT:
in my village map it still doesn't work. all the FPE settings are right, i used the new hostage script and waypoints but when i open the door nothing happens at all. i think there must be some kind of problem i don't know about. i will remove the hostages fromthis map, it doesn't work. but now i have working hostages in the cave map, that's already nice.

thanks for all the help here!

i can recommend this thread for everybody!
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Posted: 25th Sep 2015 16:31
in my cave map every single hostage works as i want. well sometimes they run against a wall all the time but they still find a way out, that's okay.

but in my island map where i put up the same objects in teh same way like in the cave map i still get nothing as seen in the screenshot. do you see the strange head attachment error osf the hostages? what does that mean? i'm sure this is a very special problem i have, one that can't be solved. the problem is not in the script. it does work in the other map. and the buildings also aren't the problem, i also used them elsewhere and it worked. in this map i built i have nothing in the way yet, the hostages have just a beach where they can run. it does not work with the first script (the first script that is without waypoints aslo works in my cave map, i used it too) and the island map also does not work when i give waypoints to the hostages and give them the newest script smallg did with waypoints involved. the hostages do nothing. i placed 3 in every building, 15 in total (far away enough from each other) and they all don't care when i save them.
can you tell me what could be the problem? could it be the map? in this map i often have displaying errors. black squares, no crosshairs, no HUD.
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3com
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Posted: 25th Sep 2015 18:52
Verify cache via steam app.

Do you try with differents characters, like soldiers?

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Quote: "Verify cache via steam app."
yes, i did that but it didn't solve my problem
Quote: "Do you try with differents characters, like soldiers?"
yes, but still the same problem.
i'm sure there's something wrong in the map, maybe a bug? the combination of many different things cause this error? i think i don't know what to do exept removing all my hostages from the map and erase the idea of this map where i must save hostages from a village.
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smallg
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Posted: 28th Sep 2015 12:09
if you can wait you should probably wait until the AI gets worked on again - should be the first update after the performance - and see if it gets fixed then.
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Posted: 28th Sep 2015 12:54
Quote: "i think i don't know what to do exept removing all my hostages from the map and erase the idea of this map where i must save hostages from a village. "


Don't save them, kill them and you are done.
There is nothing lose here, they only have to wait a bit, to be rescue.

The only problem is that they eventually develop Stockholm syndrome, nothing serious that can not cure a good psychologist.

Anyway GG have quite odd issues from time to time.
I have several projects parked, waiting for better times.

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smallg
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Posted: 28th Sep 2015 18:18
lol
Quote: "Anyway GG have quite odd issues from time to time. "

indeed and sometimes it's user error (myself included), the pain is finding out which it is
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nuncio
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Posted: 29th Sep 2015 08:12
Quote: "if you can wait you should probably wait until the AI gets worked on again - should be the first update after the performance - and see if it gets fixed then."
yes, i will complete the map and leave out the hostages and when it works i will put it back in. must be some strange error that can't be explained. the buildings, the hostages and sthe scripts all work in another map. i will wait, yes.

Quote: "Don't save them, kill them and you are done.
There is nothing lose here, they only have to wait a bit, to be rescue.
The only problem is that they eventually develop Stockholm syndrome, nothing serious that can not cure a good psychologist. "
i will shoot them before they do great idea.

actually what i wanted (saving hostages) is done but in another map. this is odd.
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