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Wasteland Defence Community Wishlist


AgraveldTor

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Maybe different stats for sniper and AR.

 

Concerning the guards walking through walls issue and getting stuck, RTS had similar issues and there seems to be very little you can do to get around it other than very careful placement of structures and the partol markers or going into geck and navmeshing your town. The only possible help I think they found was with doors, they add a navmesh when closed or somthing, so using permanantly closed door that looks like a fence may help. They also mentioned destructable items as having some navmesh mechanism, but I wouldn't know if that helps. I dont think they ever solved the problem. (again, I know little of scripting. this is just what I gathered from reading forums)

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Arcoolka, said on his FO Settler Forum that placing a chain linked fence inside the walls of his shacks created a bypass of sorts.

heres a quote from said site

Game Over! Real Time Settler

 

Q) How come Villagers and NPC's keep walking through walls and falling through floors?

 

--------------------------------

 

The game engine does not easily allow us to add navmesh. (short for navigation mesh).

 

In regards to travel areas, NPC's undestand two things, navmesh and collision objects.

 

Navmesh tells NPC's where they are allowed to walk. Collision objects tell them to go around.

 

So, as far as the NPC is concerned, the Watch tower is just a tall table. The real 'ground' is underneath. The same for anything not flat on the ground. Also, if an object does not have a collision object, it may appear solid to you, but it simply doesn't exist to the NPC.

 

Personally, I find it interesting to note. People want guards to wander around and take potty breaks, but they complain when the guards actually do slack off.

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I had assumed the fences in RTS were the closed door retexture. I don't know though maybe theres somthing about the fences themelves.

 

Other suggestions I had which I'm sure are really complicated and impossible but here goes.

 

Both ideas again taken from RTS mod. The best thing imo was the blueprinting ability. Would there be a way of replicating this and making it use resources or somthing? Also it had a workshop where you could duplicate equipment. Nice for getting all your guards that nice looking armor. Maybe again at a cost of resources.

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As i have gotten permission to play around with RTS from Arcoolka, i was thinking of combining the two together.

But that wont be happening untill i figure out the stationary guard problem first.

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Oops thats part was a double post soz

 

Also WD Was created with RTS in mind. WD was made to compliment RTS.

One settlement building the other defences.

Edited by AgraveldTor
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That sounds great. You could copy the guard system from RTS. You place markers and the guards walk to them and stand there for a while, then move on to the next. Almost like having stationary guards (they stand in position at the markers for longer periods of time than they spend walking to the next post).

 

Maybe have a combination of the wasteland defence patrols and rts guards. At least you'd have ground level stationaryish guards.

 

Not sure how to solve the stationary guards in towers not falling through the floor thing. I recall using markers in tall wooden lookout towers in RTS..this may have been on the fallout3 version. Most of the time it worked fine, but every so often they fell through the floor. Waiting for 1 hour fixed them. I assume this used a similar system to the wasteland defence wandering stationarys. Maybe the navmesh thing might help with that..build a tower out of chain link fences and use the guards that wander a bit?

 

I'm sure you read it but on the main file it says 'Removed stationary guard timers and replaced it with a new distance system (should be more stable)' must be important somhow. Sadly means nothing to me -_-. Neither proved stable, but the solution might be to do with those things.

Edited by kunun
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