Hi all,
Well I'm about a third of the way through the update of my 'A secret In Stone module', BUT I've become a bit stuck. I really hope somebody can help. I've done an area transition from a conversation and it's not working properly. When the PC (and companions) arrive at the new level they cannot move. At first I thought I had forgotten to bake the new area, but this is not case.
In the conversation I used the ga_area_transition script pointing to the appropriate way point and set the party transition from 0 to 1.
Now this definitely works if you want to move your PC from on part of an area to another (as the current version of the module already uses this trick), but I have no idea why it is not working from one area to another.
Thing is it is vital for the update, so any help much appreciated. Anyone got a clue?
Area transition from a conversation problem.
Débuté par
CrazyPea
, juil. 31 2010 11:19
#1
Posté 31 juillet 2010 - 11:19
#2
Posté 31 juillet 2010 - 11:43
It does sound like a walkmesh issue to me. Try baking the area again and make sure your arrival waypoint is in a walkable zone.
#3
Posté 31 juillet 2010 - 12:30
Baked the area again, removed all placeables (except for waypoint) from the tile arrived on - it's an interior area btw. I even changed which tile you arrived on.
Still no joy.
Still no joy.
#4
Posté 31 juillet 2010 - 12:36
Hmmm, I just noticed something. I can move in the new area using AWSD keys, but the transition has somehow disabled the mouse buttons - this is getting weirder.
#5
Posté 31 juillet 2010 - 01:00
It's not a tiny area is it? 2x2 or so? With ATI cards you can get a crash if you transition to such a small area.
#6
Posté 31 juillet 2010 - 01:11
no, the area is 20x20 with a nvidia graphics card, though the the tile you teleport into is walled on 3 sides.
#7
Posté 31 juillet 2010 - 01:14
And what is really odd: If I use a normal area transition it works perfectly (thought I would try it just in case)
#8
Posté 31 juillet 2010 - 01:19
Make sure there is a "blank" set of tiles surrounding your interior area. There is a minor bug with you not being able to move if there is no surrounding blank tiles with interiors. Or move your arrival waypoint further away from walls.
Might also try the scripts ga_jump_party_in_formation and ga_jump_players.
Might also try the scripts ga_jump_party_in_formation and ga_jump_players.
Modifié par _Knightmare_, 31 juillet 2010 - 01:20 .
#9
Posté 31 juillet 2010 - 01:29
the area size 20x20 but the actual interior is 16x16, so there is a border of 2 blank squares all the way around. Cant really move the arrival waypoint further away from the walls as you arrive in a maze (all of the corridors are one tile wide). Will give the alternative scripts a try - thanx very much, if not am going to try Lilac Soul's script generator. If that doesn't work i guess I can rewrite the scene so that you arrive via a normal transition.
#10
Posté 31 juillet 2010 - 05:38
Any scripts running within the convo that has made the PC/companions uncommandable? Also, have you tried using ga_jump rather than ga_area_trans?
#11
Guest_Chaos Wielder_*
Posté 31 juillet 2010 - 07:20
Guest_Chaos Wielder_*
I second using ga_jump
To be honest, I didn't even know there was a ga_area_trans and I've been modding for years. :0
To be honest, I didn't even know there was a ga_area_trans and I've been modding for years. :0
#12
Posté 01 août 2010 - 01:17
The problem you describe sounds very much like a baking problem, did you remove the placeables before or after having baked it. If you place too many placeables in an area it can't be baked properly. I suggest you try baking it again and see how things go.
#13
Posté 02 août 2010 - 02:35
A big thank you to everyone who made suggestions. The ga_jump_formation script did the trick. I still have no idea why ga_area_transition didn't work, but at least I can get this update back on track now
Again thank you everyone
#14
Posté 02 août 2010 - 02:59
I use ga_jump_players for area transitions.
#15
Posté 28 février 2012 - 10:01
Sorry to Necro-post, but I am having the same Exact issue, except that changing the Area Transition type is NOT working for me (I have tried ga_jump_player, ga_jump_...formation, ga_area_transition, even a module load, nothing).
Details of my version of the Issue:
-character is having a conversation in an outdoor area.
-conversation transports character to a new area ("hit with enervation spell, except not really", "wakes up" in cell...knockdown effect removed as part of debugging this issue, no spell effect used at all)
-in new area, clicking the ground just has that weird "nope" star effect, and any movement has the character decide "screw triggering conversations, hows about I just jog...forever!"
Tried everything above, really getting frustrated, since the campaign has a large number of things done and now I just need to string it together with story/conversations...i basically have the beginning done, except that the game fails after about a minute of gameplay.
area is 5x5, only 3x3 actually being used. character is transported to a corner-area (aski-esque map below) but the area is closed off with prison bars.
. ______ . ______ . ______ .
| |
| __ __ . ______ . ______ |
| / : |
| ______ \\ : " |
| : .........|
| ________________[ _____ ]
where | _ are walls, the single "." were just me spacing for ascii, the : and .... are jail-bars placeables, the /\\ bits mark a door, as does the space in the wall above that. [ ] is a walkmesh cutter due to debris/crates that I wanted to seal part of the area with. the " is approximatley where I want to port in my player, surrounding him is the trigger for a convo with 2 npcs that will be 2 of the 5 companions for the game, and the door in the bars (not shown) has a convo trigger to allow for a jail break. as you may have guessed, neithe r trigger fires, since Joggy McGee just runs in place the whole time.
Details of my version of the Issue:
-character is having a conversation in an outdoor area.
-conversation transports character to a new area ("hit with enervation spell, except not really", "wakes up" in cell...knockdown effect removed as part of debugging this issue, no spell effect used at all)
-in new area, clicking the ground just has that weird "nope" star effect, and any movement has the character decide "screw triggering conversations, hows about I just jog...forever!"
Tried everything above, really getting frustrated, since the campaign has a large number of things done and now I just need to string it together with story/conversations...i basically have the beginning done, except that the game fails after about a minute of gameplay.
area is 5x5, only 3x3 actually being used. character is transported to a corner-area (aski-esque map below) but the area is closed off with prison bars.
. ______ . ______ . ______ .
| |
| __ __ . ______ . ______ |
| / : |
| ______ \\ : " |
| : .........|
| ________________[ _____ ]
where | _ are walls, the single "." were just me spacing for ascii, the : and .... are jail-bars placeables, the /\\ bits mark a door, as does the space in the wall above that. [ ] is a walkmesh cutter due to debris/crates that I wanted to seal part of the area with. the " is approximatley where I want to port in my player, surrounding him is the trigger for a convo with 2 npcs that will be 2 of the 5 companions for the game, and the door in the bars (not shown) has a convo trigger to allow for a jail break. as you may have guessed, neithe r trigger fires, since Joggy McGee just runs in place the whole time.
#16
Posté 28 février 2012 - 10:03
okay, this killed the spaces...hopefully you can get the idea; bottom line is the area transition fails, and an autosave/mod transition saves as nothing (+32 listed under strength, nothing else, crashes game)
#17
Posté 28 février 2012 - 11:08
Have you checked the walkmesh? My first guess is that those placed prison bars messed up the walkmesh, causing the whole tile to be unwalkable.
#18
Posté 29 février 2012 - 03:17
I've baked it since then (baked it a bunch today in fact). The mesh is just so the metric crap-ton of stuff ends up being just a rectangle as far as all that is concerned. Also, your mods rocked btw.





Retour en haut






