Product Chat / Scripts does not run after player died

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3com
9
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Joined: 18th May 2014
Location: Catalonia
Posted: 23rd Feb 2017 21:55
Hi guys

I have 3 objects with scripts in a scene, they work well until the player dies.
When the level is restarted (2nd life), if the player approaches the objects, the scripts are not executed. They only run the first time.
Player has to kill 4 creatures, if player don't died all the scripts run fine, otherwise does not.

This is normal, or am I doing something wrong?

Thanks in advance

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

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arfur9
12
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Joined: 23rd Jan 2012
Location: Cold op norf UK
Posted: 24th Feb 2017 07:02
Don't you need some sort of global property for the players condition vs what he's collected and whether the script has started
LeeBamber
TGC Lead Developer
24
Years of Service
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Joined: 21st Jan 2000
Location: England
Posted: 24th Feb 2017 11:15
Can anyone else reproduce this with the current V1.14 release version? I would need some simple step by steps with stock assets. Thanks.
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

3com
9
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Joined: 18th May 2014
Location: Catalonia
Posted: 25th Feb 2017 16:04 Edited at: 25th Feb 2017 16:22
I can't show my map since it get corrupted, after add tavor gun.
Anyway it was fixed after check and re-check files via steam.

Howwever I has and related issue I want comment you all, perhaps I'm missing something.

In the firts video below, all is ok.
Notice I'm goingo to show the model (wall), having collision and working well.

test1 ok




Second video
I'm goint to be killed.
Notice here I'm going to show the same model, same scene, and the model having collisionOFF, when animation complete.
Also notice the entry is blocked because the wall and the animation is done, so I can't go inside, then the game is finnished for me.

Died ColisionOff




video 3
I've re-write my code to force GG to start from scrach, so I can go inside and re-try. Animation run fron start and all is ok, does not matter howmany times the player died, animation being reset, and starting from scrash. All work ok.

I've a similar situation, where player find the door open>go inside>grab some bold>door close and creatures spawned as expected> player died as expected as well LOL.

Re-star level and I start out of stance with the door colse, so I can go inside, again game end for me. Well this in this case I can fix the siatuation just placing some checkpoint inside the stance.

But in the preview case this doesn't an option, since I want to force player to sort out the wall trapp, if he want to get inside the maze.

test2 script modified




As aside note but related too:

I'm getting creature walking thru the walls in my level (same map than before)

ISSUES CREATURE THRU WALLS







Situation:

These the creatures mentioned above.
All is ok, player grab the bolw>door close>creatures spawning.
Firts time I get mad, since I was attaking, even died and I don't see the creature anywhere, so I think perhaps some creature don't spawn well and he is attaking me as invisible one.
But second try, I can notice creature thru the wall attaking me, (see pics bellow)

Well, I was investigating about it and looking for ways to avoid and I managed to get it, now creature refuse wall, both normal and spawned, and chassing me very nice, even if I'm in a top level as you'll see in the video, later.
Video uploading to youtube very slowwwwwwwwww. I'll post it when done.

Well, investigating I found:

Quote: "AI GET ENTITY IS MOVING

This command will return if the entity is currently moving towards its destination. If the entity has no destination this will return 0. If the entity has a destination but cannot reach it, or is stuck, this will return 0.

Syntax
return integer = AI Get Entity Is Moving ( Entity Number )

Parameters
Entity Number, The id of the entity to check.

Return
1 if the entity is moving, 0 if not."


Some chance to return "-1" when :

Quote: "If the entity has a destination but cannot reach it, or is stuck, this will return 0."


imstead of 0 too, for Differentiate them ?+

Edit: I wrong the video 3, now it is fixed.

Notice too, animation being reset and stopped when player moves, giving him the chance to get out, notice player does not expect movable wall, and I've decresed anim speed for video sake.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4

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3com
9
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 25th Feb 2017 20:53
Ok, I've got the video uploaded



3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4

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