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Has anybody noticed/dealt with ghost player movement? Its breaking your modules


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#1
Eguintir Eligard

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I think you all know the bug I mean; you walk a good minute across the map, and then the game is all confused and you warp back to your party 2 miles ago. Probably related to the same bug that makes keyboard movement now impossible for many of us due to the jerk left/jerky right that happens every time you stop.

Here's something you may not know; that warping is causing a lot of triggers that a player may only cross once, to never fire.

I noticed this last month that a key conversation didnt fire right before a permanent exit from the area, and the journal entry never finished (it was in that conversation). So I changed the trigger to be  MUCH larger figuring you cant warp that far over it. Player teste reported the same thing. I changed the journal to update on the exit and move on.

I now have the same issue in a different area from a different player... they walked through the cavern and the first time the HUGE trigger did nothing and they were lost. THe 2nd time it fires.

Knowing this I've been using debugmode on while I test other campaigns. I am missing triggers to as the party "floats" over them, usually a brief movement hiccup. So bug reports are going and coming out that aren't anyones fault but the publisher company. I had this issue in Trinity and Live Forever to name a few.

Who is aware of this?
If you are now, what do you think you can do?

I can't see rewriting a 2 year campaign to use no triggers, but I dont see how a script can fix this: its not an issue with the trigger not firing its an issue of the player warping around and missing it. Even making huge triggers doesnt solve it. How can anyone make a game with a core function like movment so buggerd up? True my campaign is done but its not passing the "pretest" at all this way. I see no alternative to triggers that doesnt involve tracking the players position. Nor should I have to, right?

Modifié par Eguintir Eligard, 03 septembre 2010 - 03:34 .


#2
MasterChanger

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The simple answer would be to not use once-only triggers. Instead, when your trigger has done what it's supposed to, set a local int on the PC or the trigger itself. When you start the script, convo, or whatever the trigger fires, check for that local int and immediately exit if it's done.



An annoying problem? Sure. Impossible to resolve? No.

#3
Eguintir Eligard

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I dont really expect a miracle cure here but I am also posting this so people are ware before they get a slew of reports and scramble all over what they thought was a finished work.

I dont consider movement failing to function annoying, thats a critical error that shouldnt be in a game beyond beta if then. But I do like your attempting a solution.

I dont think rewriting an entire 3 year old campaign is something anyone could stomach, and having to do all that work around from square 1 in a new campaign is more than annoying, it basically invalidates all triggers in game. If they cant work as they are intended its a failed system.

I use encounters like many, so I would add this gimick I have thought of (though it does not solve the problem of redoing your entire campaign)

Use S or C shaped triggers. Because triggers only fire as you first enter, a split second of floating movement can cause them to fail even if they are huge. So of course me trying huge triggers did nothing.

But if say you are in a tight hall and you have a triggter, make it a C or an S shape or even a Z so that the player has to cross the boundary, leave and re-cross it at least 3 times when they walk over it. Since it is a "random" float I suspect this will greatly reduce the odds it will fail.

Modifié par Eguintir Eligard, 22 août 2010 - 01:28 .


#4
Eguintir Eligard

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Oh and futher to the remark about not using once only triggers: That is not an option, and I do not refer to the "State" of the trigger, but to the fact that many areas are only entered once, and the player cannot return. Since players dont generally double back for no good reason, these leads to "one time and one time only" triggers. These are the ones that are failing.

Modifié par Eguintir Eligard, 21 août 2010 - 06:28 .


#5
LeeMer47

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If they are only conversation triggers failing, it is because you are outside the distance of the conversation when it goes off. Change the campaign distance for conversations to 1000 and see if it goes off then. This assumes you don't teleport in the converser; that it is an IPoint or something else. If not, create an IPoint to converse with. Even conversations with yourself may fail due to jumping backwards. If that is what warping is. I only get that in multi-player or with NPCs. In that case its the two objects can exist in the same space law of optical illusions.

#6
MasterChanger

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Eguintir Eligard wrote...

Oh and futher to the remark about not using once only triggers: That is not an option, and I do not refer to the "State" of the trigger, but to the fact that many areas are only entered once, and the player cannot return. Since players dont generally double back for no good reason, these leads to "one time and one time only" triggers. These are the ones that are failing.


I know this is an annoying issue, but let me suggest two more strategies, perhaps to be used in combination with my previous suggestion. I know that for a finished campaign, there's no practical way to go back through all these situations, but here goes:

1) From your initial description, it sounds as if when you rubber-band back to the position where the ghosting began, you (the player) notice that this has happened because it's fairly obvious. If this is the case, how about saying to your players: maintain lots of saves (as you said in another thread) and if you notice this ghosting/rubber-banding happen please re-load. If this phenomenon isn't ubiqutious, this advice shouldn't be too onerous to follow.

2) Instead of traditional (blue) transitions, how about using a custom trigger with some way of marking it on the ground? In the OnEnter script for that trigger, check that everything in the area that you need to take place has taken place. If it hasn't, suggest that the player re-load. If it has, warp the party to the next spot.

In terms of maintaining a reasonable number of saves in campaigns with enter-once areas, well, I've just completed the truly wonderful Maimed God's Saga by Tiberius. Given how frequently areas were enter-once only and how frequently triggered conversations happened, I found myself saving at least once in each area, just to save myself backtracking if I needed to. I think it's not the worst policy anyway.