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Everything in a Level on One Tile Upon Teleport


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I've designed an expansive manufacturing compound structure with two hangers sprawled over a fair distance. It looks fine in GECK, like any other level I've done.

 

However, the moment I teleport in (either by CoC command or using an attached teleport door), it appears that literally every single static asset is stuck on the same tile with my character in the middle of it all. While I can CoC out, what's even more bizarre is that I can't use TCL to turn off collision and look around to figure out what the hell is going on.

 

Does anyone have any experience with an issue like this? I've designed 30 levels at this point and have NEVER had a level do this to me before.

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There's some info about people with similar issues here.

 

Okay, that solved part of the problem. Looks like a few of the coordinates for my assets were just beyond the 30,000 range on the Y axis. So the CRUSH OF DEATH is gone. Now to deal with something else. However, I realized it'll be better to have a new topic for this.

 

Upon CoC'ing into the level, the character is stuck in place at the CoC Marker. What's truly bizarre is that TCL won't work. I tried to throw a grenade (just to see if it was the character stuck or everything), but it ended up at the character's feet in the dead center. It's almost as if I have an invisible collision box surrounding me.

 

I can CoC out to different locations without any trouble whatsoever, but the moment I come back, I'm stuck in that spot.

 

Any suggestions?

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All fixed! Between the fix of the item on a >30,000 axis and the splitting of the level in half, it seems to work perfectly.

 

I just wish I knew why the GECK Powerup wasn't giving me actual numbers, but only % signs. Seems like the scripts aren't pulling data properly from somewhere. And why warnings about size don't always cause issues (I have one massive "inverted" tower that's something like 25 stories high that loads fine).

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Another thing to be wary about with dungeon layout positions in the cells is the cell buffers. If you have 2 internal cells and position each dungeon in the same general 3D position sounds from creatures in one cell can be present in the other and either you move one dungeon layout or you have to purge the cell buffers in game.

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Another thing to be wary about with dungeon layout positions in the cells is the cell buffers. If you have 2 internal cells and position each dungeon in the same general 3D position sounds from creatures in one cell can be present in the other and either you move one dungeon layout or you have to purge the cell buffers in game.

 

What do you mean by "General 3D position?" I've seen some references to what you're talking about, but never actually figured out the details.

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