ManehattanProject Posted July 14, 2015 Share Posted July 14, 2015 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. Link to comment Share on other sites More sharing options...
Jokerine Posted July 14, 2015 Share Posted July 14, 2015 There's some info about people with similar issues here. Link to comment Share on other sites More sharing options...
ManehattanProject Posted July 14, 2015 Author Share Posted July 14, 2015 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? Link to comment Share on other sites More sharing options...
RoyBatterian Posted July 16, 2015 Share Posted July 16, 2015 Did you solve this issue after our private conversations, or do you still have the problem? Link to comment Share on other sites More sharing options...
ManehattanProject Posted July 16, 2015 Author Share Posted July 16, 2015 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). Link to comment Share on other sites More sharing options...
mindboggles Posted July 17, 2015 Share Posted July 17, 2015 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. Link to comment Share on other sites More sharing options...
ManehattanProject Posted July 19, 2015 Author Share Posted July 19, 2015 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. Link to comment Share on other sites More sharing options...
mindboggles Posted July 19, 2015 Share Posted July 19, 2015 Basically just it's position in the cell space being similar co-ordinates of the other dungeons, and at some places both dungeons would intersect if they were in the same cell. Link to comment Share on other sites More sharing options...
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