Product Chat / ai still falls thru floors since the new update 28/02/2017

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Posted: 12th Mar 2017 10:02


after the 28/02/2017 update , and up to now. i can no longer put a sniper on a roof top they fall thru floors, before the update,
it was possible they were standing on second floors and roof tops and shoot with out falling thru.
i tried and put a floor zone were the ai is standing but it did not work.
Some help please.

Also it is all good an well that we now can link a way point to a floor zone to tel the ai to use it , but what does it help ,
because any ai in your map witch is just to close to the way point, wil run straight to the way point and move up the stairs as soon as the game start. We need the ai to ONLY use the way point witch is connected to the floor zone , when the ai needs to chase the player at that point of time when he is in aggro or combat mode.

Maybe the floor zone needs to have its own way point attached to it as a complete unit.
some help here, or am i doing to floor zone and way point wrong when i set up multiple levels .




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Posted: 13th Mar 2017 17:05
looks like nobody has anything to say.
to bad was hoping for some answers.
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Belidos
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Posted: 13th Mar 2017 17:07 Edited at: 13th Mar 2017 17:09
Quote: "looks like nobody has anything to say."


Maybe because everybody has far more important things on their minds at the moment, like actually getting the AI to work on multiple levels, once that's working right, then Lee can look into things like them falling through the floor when dead.

Also, Lee is on holiday until the 20th, so don't expect any more updates until then.

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synchromesh
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Posted: 13th Mar 2017 18:19
Not seeing that here ... What build are you on ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Posted: 13th Mar 2017 19:52
@Belidos. if you have read my post correctly you would have read that i said, the ai could before the update stand on top of roof tops and second floor levels , AND SHOOT YOU, that mean they are still alive , i never said they fall through when they died. they fall through when the game starts.

@synchromesh. i am using the latest update on steam, i am not using any of the beta's



PS ( sorry my bugs, and problems are not important enough )

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3com
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Posted: 13th Mar 2017 19:52
Quote: "looks like nobody has anything to say."

Welcome to the club.
This has to do with ragdoll I thought.

Did you tried: Collision End = 0, via item properties?

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Posted: 13th Mar 2017 20:12
@3com. thanks will try and let you know.
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Posted: 13th Mar 2017 20:32
@3com not working.
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synchromesh
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Posted: 13th Mar 2017 20:34
Try changing to the Public Preview .... That's the latest version ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Posted: 13th Mar 2017 20:38
They do seem a bit sensitive to where they are placed now. Try moving them up very slightly from the auto snap position. This worked for me but move them up too high and they won't walk/run.

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Posted: 13th Mar 2017 20:50
@cybernescence
yes i have just did that , if i lift them up a little then some times they work, but most off the time they still fall through

@synchromesh , so the latest automatic steam update is then not as complete as the Public Preview, im i correct in saying so.?
Also if i change to the Public Preview, will i then still get automatic updates when all problems are sorted out? or do i then have to stay on the Public Preview to have it working.
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Posted: 13th Mar 2017 20:53
OK, I've tried and he efectively does.



Set IsImmobile = yes, via properties and you are done. Anyway this not the accurate solution, think Lee has to see into ais losing physics.



Lee still has to improved ai system, I'm getting myself zombies doing the same from time to time, in my maze level.

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Belidos
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Posted: 13th Mar 2017 21:04
Ah, sorry, for some reason I thought you were talking about them rag-dolling through the floor, my bad.

Just tested it myself, and yeah it's happening to me, more often than not.

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Posted: 13th Mar 2017 21:04
@3com. also just tested it just like you did, and got same results.
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Posted: 13th Mar 2017 21:06
@Belidos, Do you also use the Public Preview, or not?
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Posted: 13th Mar 2017 21:15
@cybernescence, i just tested the ai again, this time lift it almost half a meter up in the air, then it snaps onto the roof and also start to move as well, if it works like this every time then for now i can use it like that. used same building as 3com did.
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Posted: 13th Mar 2017 21:15
I'm using last build, if you don't know, Lees has made a quick update few days ago.
Take alook my snipper props, maybe you miss something.

Notice collision End = No.



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Belidos
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Posted: 13th Mar 2017 21:21
I'm using the live build, previews and betas made it difficult to keep making my game because things kept changing so ive stuck with the live for now.

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Posted: 13th Mar 2017 21:31
@3COM, yes i do have the same settings as you have.
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Posted: 13th Mar 2017 21:32
@Belidos , so would you also say its better for me to go and try the Public Preview?
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Posted: 13th Mar 2017 21:55
I wouldn't know, I haven't tried it, you can always give it a go and revert back if it doesn't help.

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Posted: 13th Mar 2017 22:49
you did try to snap them to the roof right? (press enter), works for me with the stock buildings, AI standing on top and walking around fine (not even needing floor zone or anything)
p.s. public release (no betas here)
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Posted: 14th Mar 2017 00:08
I was having a similar issue a few days ago.
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Posted: 14th Mar 2017 09:19
Yeah, haven't really messed around with AI yet - having too much fun messing with cubes at the moment - but I have noticed the issue is not just floors though, also happens on terrain sometimes as well.

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Posted: 14th Mar 2017 11:03
Definitely a random problem somewhere here ....
I still cant make it do it myself but there are to many having this issue ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Posted: 14th Mar 2017 11:06
Quote: "you did try to snap them to the roof right? (press enter), works for me with the stock buildings, AI standing on top and walking around fine (not even needing floor zone or anything)"

I've tried with ENTER and yes he sit nice, however he does the same when in test game, till I edit properties like pointed above.
Last build here.

Anyway Snipper soldier does not have the animations needed, and nor script to gives him snipper behaviour. Just my thought

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Posted: 14th Mar 2017 11:13 Edited at: 14th Mar 2017 11:23
Quote: "Definitely a random problem somewhere here ....
I still cant make it do it myself but there are to many having this issue .."


This may be part of the test.
So you can try 2 possible paths to follow, at the same time.
Then wait and evaluate the results.

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Posted: 14th Mar 2017 13:33
Thanks to all who has give some advice, wil test and try all the advice.

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Posted: 21st Mar 2017 14:21
With the latest 2017.03.10 live version, can someone provide a step by step sequence from a fresh run of GameGuru how I can see the issue of the character sinking into the floor/roof, thanks!
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Posted: 21st Mar 2017 14:29
1. Place a building
2. Place a floor zone on the roof
3. place a few characters in the floor zone on the roof

Run test, if none fall through the floor escape out and run test again. Either they stay up there, or they drop through, it's fairly random, and happens eventually almost all the time.

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Posted: 21st Mar 2017 18:43 Edited at: 21st Mar 2017 19:13
In a recent test, the soldier disappears completely, he is inside the house, I know because I has been there.



In a second test there is no problem.
Only if you change the values in properties as in the video.



latest 2017.03.10 live version, here.

edit: Anyway there is a workaround if you won't to touch the properties.



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Posted: 21st Mar 2017 21:38 Edited at: 21st Mar 2017 21:38
@Belidos : Thanks for the steps, and made a video showing how I followed them but no reproducible: https://www.youtube.com/watch?v=kPZT87vcy9o&feature=youtu.be

@3com : Thanks for the vids, any chance you can do this with stock buildings (non-DLC assets). My step one is to reproduce it with the stock core assets so I can rule out non-asset issues. Thanks!
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Posted: 21st Mar 2017 23:46 Edited at: 21st Mar 2017 23:46
Quote: "@3com : Thanks for the vids, any chance you can do this with stock buildings (non-DLC assets). My step one is to reproduce it with the stock core assets so I can rule out non-asset issues. Thanks!"


I've tried again, and it should be the Colonel-X (Master File) model, since soldier doesn't fall, does not matter what you set via properties, as you can see in the video.

Using just stock building.



Zombies does for me before, now does not since I've modified scripts a bit.

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Posted: 22nd Mar 2017 08:52
@3com : Can you attach the level shown in the video, I can then have a perfect way to reproduce the issue and have a good handle on the bug, thanks!!
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Belidos
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Posted: 22nd Mar 2017 09:00
Quote: "I've tried again, and it should be the Colonel-X (Master File) model, since soldier doesn't fall, does not matter what you set via properties, as you can see in the video."


This issue seems to have quite a big random element to it, for me it's only the soldier characters (mainly the masked and uber) that do it.

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Belidos
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Posted: 22nd Mar 2017 09:36 Edited at: 22nd Mar 2017 09:37
Just to add: I've also noticed this happening with some static entities too, it started off with some custom wall and raised floor pieces for my project, Ie noticed that when i place them they sit on top of the floor pieces fine, but every now and then when i go into test mode randomly one or two of them will drop down to ground level, not sure why, at first i thought i'd added the origin point wrong, but i've checked them and can't find anything wrong with them, and now it's started randomly happening to other models too.

It's really hard to show it doing this, or reproduce it because it seems entirely random.

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Posted: 22nd Mar 2017 11:45 Edited at: 22nd Mar 2017 11:56
Ok after trying and not getting the error I finally found a sure way of getting it ...
Which brings me to the next problem .... With a building like this its hell trying to place characters and a mesh on a middle level even using Tab to take the roof off ... Am I doing something wrong ?

This seems to work ( or rather not work ) everytime for me ..

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Posted: 22nd Mar 2017 12:18 Edited at: 22nd Mar 2017 14:07
Quote: "Can you attach the level shown in the video, I can then have a perfect way to reproduce the issue and have a good handle on the bug, thanks!!"


Of course!

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synchromesh
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Posted: 22nd Mar 2017 13:44 Edited at: 22nd Mar 2017 13:47
3com I think your using a custom script and edited characters or fpe's in that one ?
It has to be 100% stock only for Lee to test it .... I wasnt able without missing media ..

Quote: "MISSING MEDIA:
entitybank\\Characters\Colonel-X Collection\Colonel-X (3) SniperM700.fpe=replaceentitybank\\Characters\Colonel-X Collection\Colonel-X (3) SniperM700.fpe
entitybank\\Characters\Colonel-X Collection\Colonel-X (1) Colt 1911.fpe=replaceentitybank\\Characters\Colonel-X Collection\Colonel-X (1) Colt 1911.fpe
entitybank\\Characters\Colonel-X Collection\Colonel-X (2) ShotGun.fpe=replaceentitybank\\Characters\Colonel-X Collection\Colonel-X (2) ShotGun.fpe
entitybank\\Characters\Colonel-X Collection\Colonel-X (4) Uzi.fpe=replaceentitybank\\Characters\Colonel-X Collection\Colonel-X (4) Uzi.fpe
"
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Posted: 22nd Mar 2017 13:49
I'll take a look, back when done.

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Belidos
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Posted: 22nd Mar 2017 13:59
It looks like he's either used the converted colonel-x characters given away on the forums, or moved the colonel-x characters from the classic/sci-fi/characters folder to his normal character folder.

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synchromesh
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Posted: 22nd Mar 2017 14:00
I'm kind of hoping Lee can replicate the fault in my vid ...
its just 2 stock items and a 10 second test ... It should happen to him instantly
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Belidos
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Posted: 22nd Mar 2017 14:02
Quote: "With a building like this its hell trying to place characters and a mesh on a middle level even using Tab to take the roof off ... Am I doing something wrong ? "


I have the same issue, placing the floor zones onto a building with a single upper level is no problem, but when you try to do it on a building with more than one upper level it gets almost impossible to place it, the handles drop rto the next floor down if you're not careful and getting them back up is really difficult.

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3com
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Posted: 22nd Mar 2017 14:11
Ok, I've edited post a replace attachment. Thanks Belidos.

I think the issue was because I've missed deleted barrel, and it has custom script attached, these script giving me the colonel xyz when placed and when fall thru the floor, also allow me to go indoor to see, where the soldier is.

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synchromesh
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Posted: 22nd Mar 2017 14:21 Edited at: 22nd Mar 2017 14:23
Quote: " think the issue was because I've missed deleted barrel"

Still missing the troopers ....
And this does not appear to be a stock path
I think you have customised your paths as Belidos states ..

Quote: "entitybank\\Characters\Colonel-X Collection\Colonel-X (3) SniperM700.fpe=replaceentitybank"
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Posted: 22nd Mar 2017 14:53
This is what I've:



Does you've in a different path?
Can remember from where they coming, I remeber someone posting them, even aiko, but not sure if they are the same, or was overwrite form some GG update, or coming in some expansion pack, or whatever.

Anyway question is why for some ones soldier does, and some other like myself, does not.

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Posted: 22nd Mar 2017 15:01
Quote: ", I remeber someone posting them, even aiko,"

Looks Like the conversions that were done before we had the classic pack ....
That wont be any good for Lee I'm afraid
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Posted: 22nd Mar 2017 15:03 Edited at: 22nd Mar 2017 15:06
Yes it looks like you have put those characters into a different folder.

There ae two sets of the colonel-x models floating around, a set that was converted from fpsc and posted here, and a set that was given to us in the classic dlc.

The ones from the classic dlc would be in classic/sci-fi/characters, and the ones downloaded form here would be wherever you put them, judging by the fact they're in your base character folder i would hazard a guess that the ones you are using are ones you downloaded from here.

The only stock models in your base character folder by default are 1. All the soldier models (uber, masked etc), 2. a folder full of zombies, 3. a folder with the three wizards in, and 4. a folder with the old base medieval characters.

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Posted: 22nd Mar 2017 15:54
Belidos you are righ as usually.
I have not characters folder within my classic/sci-fi folders.
So I'm going to create one and copy/paste all them, inside that folder, and try again.
Back when done.

Files downloaded from here.

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Posted: 22nd Mar 2017 16:42
Place all files in the right path, and test again, from scrach.



Updated attachment above.

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