Product Chat / Zone move points hidden under EBE floor - V1.141

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MadLad Designs
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Posted: 2nd Feb 2017 10:34 Edited at: 2nd Feb 2017 10:34
Zone move points hidden under EBE floor.

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Belidos
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Posted: 2nd Feb 2017 13:21
We know, if you read the update thread it's already been fixed ready for the next build release.

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MadLad Designs
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Posted: 2nd Feb 2017 14:33
Where does it say about trigger zone handles? I see the waypoints have been fixed but I must of missed the zone fix.
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Belidos
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Posted: 2nd Feb 2017 15:27
He hasn't announced it, but Syncromesh mentions it here:

https://forum.game-guru.com/thread/217261#msg2570284

Basicaly wayppoints etc are (in the latest beta build) always on top with the EBE.

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synchromesh
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Posted: 2nd Feb 2017 16:17
Waypoints are yes...haven't tried zones yet to be honest ....I will have to take a look
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Teabone
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Posted: 2nd Feb 2017 19:53 Edited at: 2nd Feb 2017 19:54
Ironically I think a lot of the FPSC designs may have to come back. For instance the player marker in FPSC was a thicker 3D design so it wouldn't get hidden. In GG its very flat. Same with the trigger zones, they were large boxes rather than just fixed to the terrain. I'm glad the light markers are now 3D objects.

Waypoints are going to be another issue with the stairs. Optically.

I tried to change some of these myself by modifying or replacing their meshes in the marker bin but received undesirable results.
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LeeBamber
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Posted: 3rd Feb 2017 00:52
Yes, one of the old FPSC tricks was using waypoints to connect different levels across stairs or planks for the AI to follow. The new system will be automatic, so they will detect a walkable surface and make use of it to hunt down the player and reach intended locations. It looks like I will have to give priority to waypoints and zones in the next update.
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