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[LE] Advice required or knowhow for a weird issue, glitch, bug. i don't know how to call it !.


maxarturo

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Hello everyone.


I've finished working on the spine structure of my "Cyborgautomaton Droid", this includes the textures, the animated mesh, the voice files (processed audio created in Adobe Audition), the whole CK set up (without the cell required for its quest + its quest), and mainly its 'Combat Ability' script which was the main and most important thing.


I spent 3.5 days heavily testing it (thursday, friday, saturday and sunday) putting it through different circumstances / conditions and adding a few tweaks here and there to its long combat script.

In those testings, i put the droid to face a large number of enemies (vanilla) and some of my other hostile tough droids, mainly to test its "Hyper Combat Mode", the droid has 3 modes, Passive - Normal - Hyper.


The droid was working flawlessly each time !!! until...

My issue:

Yesterday i started working on its 'Speech', this means creating a quest to handle its combat and random speech audio to add life to the droid.


This is something very easy to do, and i just added to its 'Speech' quest 5 combat lines and 5 idle lines (from the 250 voice files) to test it in game, the 'Speech' quest worked as intended.


BUT, AFTER THIS THE DROID STOPPED ATTACKING COMPLETELY!!!!????


I added a 'Debug.Notification' to see if it's changing "CombatState", and it does, but in combat she just walks backwards... away from the enemies and does not attack !!!! WHAT THE F*** !!!!!.


I spent half a day just testing this without doing anything else (changing something to the whole set up), and the droid does not attack anymore...


I didn't sleep at all trying to figure out / calculate what exactly triggers this, but... i'm out of ideas...


* I don't know if its a game's 'Quest Dialogue' related bug, or something else.

* The droid it's using the 'Spriggan' skeleton and behavior.

* The mod has an updated SEQ file, and the droid's speech it's firing in game.

* From the time that it was working fine to the time i added the 'Speech / Audio Quest' nothing was changed / touched to the whole set up, just the 'Speech / Audio Quest'.

* I'm hoping that somebody can shed some light to this weird issue.... or throw me any ideas to investigate.


EDIT: I forgot to add that, it only attacks the actor that its combat script force it to attack, after that nothing....


Oufff.... Thanks for reading all this, and have a nice week.

Edited by maxarturo
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Just some questions to think about:

  • What is the actor's aggression level?
  • Does their behavior change if you adjust the aggression level?
  • Is the speech / audio quest at a higher priority than the combat controlling quest?
  • What happens if you put all of it together on the same quest?
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I probably can't help much, but here's a few thoughts..

 

Does your usage of the combat/Idle speech emulate how it's done in the vanilla game.

 

I've seen dialog causing a current package to fire the 'completed' code area (in a currently active and completed package), and it might be possible that the 'on start' (or whatever it's called) code area for a package might fire as well. I just put in a debug message in the completed code area to see it. Probably not even applicable, but just in case.

 

Maybe starting the voice quest by script instead of having it Start Game Enabled, therefore not having to deal with the Seq updates in case something is going on there?

 

Just shooting in the dark..

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Thanks IsharaMeradin & NexusComa2 & sornan for replying.


I haven't slept for 3 days because of my frustration with this issue and cause my brain went into "Hyper Active Mode".


I manage to resolve the issue, but i can not understand how is this connected to the "Speech / Audio Quest", it makes no sense !!, especially considering that the "Audio Quest" has no fragments or scripts targeting the Droid, and the quest has only 1 condition in the first quest tab, "GetIsVoiceType".

Not even the 'Audio Lines' have yet a condition, the "Audio Quest" except the 10 audio files + its subtitles, it's empty!.


The 2 solutions except the fact that they are unrelated (more or less), again they make no sense !.


Solution #1:

- I move from her 'Combat' script in every "State" in the "OnCombatStateChanged()" the "EvaluatePackage()" from inside every "If / ElseIf Statement" to right below the "OnCombatStateChanged()".

EVENT OnCombatStateChanged()

Self.EvaluatePackage()

If ( bla..., bla..., bla....)

bla..., bla..., bla....

bla..., bla..., bla....

ElseIf ( bla..., bla..., bla....)

bla..., bla..., bla....

bla..., bla..., bla....

EndIf

bla..., bla..., bla....

bla..., bla..., bla....

ENDEVENT


Solution #2:

- Without modifying the "Combat Script" (as posted above), i removed from the actor's "AI Data" tab the "Aggro Radius Behavior", so that the actor don't use at all this option.



Now the droid is working as she is supposed to, and in combination with the "Speech / Audio Quest".


I think this will remain the second unsolved great mystery to me, i have 1 more that for more than 8 month i've been trying to resolve / understand, but with no luck.... as a result i had to remove that asset from this update, since it was narrowing me a lot from doing certain things.


Thanks again everyone and goodnight !.

Edited by maxarturo
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