Product Chat / Character AI Inside EBE Structures

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lordjulian
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Posted: 23rd Mar 2018 19:17
Has anyone yet managed to get the characters to work properly inside EBE-made buildings? If so please could you create a video tutorial because I just can't figure it out. I'm using floor zones and waypoints.

Also, Bandaged Zombie is just standing there even outside.
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lordjulian
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Posted: 26th Mar 2018 11:51
Anyone?

Also, is there a way to stop the enemy shooting the player through the walls?
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Bored of the Rings
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Posted: 26th Mar 2018 12:10
in the FPE(s) use forcesimpleblock = 3. For the walls issue, make the walls thicker
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lordjulian
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Posted: 26th Mar 2018 12:21
Thanks! I'll try that.
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lordjulian
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Posted: 26th Mar 2018 20:56
I inserted the line into the FPE of my saved EBE structure. Unfortunately, the characters still shoot through the walls.
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lordjulian
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Posted: 26th Mar 2018 21:25
Even when I double the thickness of walls by adding internal walls against external walls the characters still shoot through the walls and also show parts of themselves through the walls like in Goldeneye.
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lordjulian
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Posted: 26th Mar 2018 21:34 Edited at: 26th Mar 2018 21:45
I thought adding invisible walls would be a workaround but even that didn't work.

Also, the zombies don't work inside my EBE structures.
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synchromesh
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Posted: 27th Mar 2018 02:23
I don't recall it was this bad in the DX9 version ?
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Pirate Myke
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Posted: 27th Mar 2018 02:50
What does the debug view look like when this is going on? Screen shots please on this.
Are the collision boundaries of the ebe structure in the way or not enough space for the character to get thru?
This was always the problem with halls and rooms being confined on each other. The engine needs a bit of space between things to be able to calculate a path around stuff. You can only have so small a range in the scripts.
Do your scripts have the player lookat in the scripts? I know that is still on range settings, not what should be seen.

The best approach I see with design is to give your self a decent amount of space for halls and walls for rooms. Maybe have objects around the edge of the room to keep AI that much further from the walls.
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lordjulian
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Posted: 27th Mar 2018 21:00 Edited at: 27th Mar 2018 21:16
Was there a new update today? I ask because the situation now seems even worse: when the player shoots a character the character becomes inactive.
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lordjulian
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Posted: 27th Mar 2018 21:21
The AI Lua script is just the default Combat Soldier script.
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Defy
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Posted: 28th Mar 2018 03:29 Edited at: 28th Mar 2018 03:33
Hello, I will take a look at this today. I get back to you.
Pirate Myke is on the money though, there is many possibilities from your map design causing this.
Edit: I was thinking z issue, though watching video again Im not sure. How many NPC's on your EBE structure?
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lordjulian
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Posted: 28th Mar 2018 07:44
Thanks, Defy. There are four characters in the structure. I don't think the problem is with the design of my EBE structure. It is just a quickly made structure I made specifically to test this issue. The characters shoot through the walls no matter what the design.

I am 90% sure this is something that needs fixing in the engine.
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lordjulian
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Posted: 28th Mar 2018 08:10
I made another quick random structure. I tried to give the characters a fair amount of room. Same issue. It happens no matter what the structure is:
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Defy
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Posted: 28th Mar 2018 08:19
Can you do me a task, by adding a trigger and spawn the NPC's and see your results.
Will get back to you soon, making a new video with some talking, fail..
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lordjulian
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Posted: 28th Mar 2018 08:45
Here you go:
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lordjulian
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Posted: 28th Mar 2018 09:20 Edited at: 28th Mar 2018 09:28
I think synchromesh is right in that this issue wasn't as bad in the DX9 version.

Also, any idea why the characters become inactive when you shoot them?

EDIT: The characters didn't become inactive on my latest test but they still shot through walls.
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Defy
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Posted: 28th Mar 2018 17:11
Sorry I didn't get back sooner. Was working on something while reading this.
May I ask what version, as I will have to boot up a stock build, though I believe I have worked out why NPC's face walls under certain factors.
I will take a look as I tested today and I don't get any of these issues. Sleep time, and first thing in the morning
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lordjulian
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Posted: 28th Mar 2018 21:45
Thanks. It is the DX11 03/27/2018 version.
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Defy
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Posted: 30th Mar 2018 18:42
Hi, again sorry for the delay, I was making a reply video. though I could never replicate your issue.
I am uploading a video now for the community, I will link here for you. Doesn't explain shooting through walls though I hope people find my crazy thought process trying to explain things.. Hope you get to sort your issue, or I'm sure I hope to run into
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lordjulian
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Posted: 30th Mar 2018 22:01 Edited at: 30th Mar 2018 22:32
OK. Thanks. The shooting through walls issue is still occurring on my system.

Not only can the NPCs shoot through walls, they can actually poke their weapons through walls. However, they don't need to be close to the wall to shoot through it.

If you are unable to replicate the problem could you please make a guess of what might cause this. Maybe there is a corrupt file on my system that I need to replace. Thanks.
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Teabone
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Posted: 31st Mar 2018 05:34 Edited at: 31st Mar 2018 05:40
This issue is not synonymous with entities. For example if you use entity wall segments of even a thinner size, the NPC will not see you or shoot through them, if you are behind them. So for troubleshooting sake for whomever wishes to look into the issue on github, this is an EBE exclusive issue.
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lordjulian
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Posted: 31st Mar 2018 18:09
Many thanks to synchromesh for putting me onto this.

Kudos to SmallG for creating this: https://forum.game-guru.com/thread/219140#msg2592855

This dramatically reduced the instances of the player getting shot through walls. It didn't stop it completely but almost.
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toaasterman games
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Posted: 1st Jun 2018 01:18
i have the exact same issue and it has ruined all of my game ideas
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lordjulian
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Posted: 1st Jun 2018 17:39
I notice on Github Lee has acknowledged the bug so hopefully it will be fixed in the next update.
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