I've got a strange problem with two NPCs. I set them up a while back to walk 4 waypoints (they each have their own set of WPs). It was working fine for quite a while and then just suddenly stopped working. Both NPCs just stand there. I tried removing the WPs and putting them back in, I tried replacing the NPCs with new copies, I triple checked the names, etc., but it just doesn't work. I'm almost certain I haven't made any changes to the NPCs, waypoints, or their scripts since they were working.
Any ideas?
Weird waypoint walking problem
Débuté par
Artfoundry
, avril 03 2011 02:02
#1
Posté 03 avril 2011 - 02:02
#2
Posté 03 avril 2011 - 03:39
Try retyping the WP tags. Maybe something got disconnected - you should see arrows connecting all the waypoints.
#3
Posté 03 avril 2011 - 04:02
Yes, I tried that already (that was part of "removing the WPs and putting them back in) - the WPs do have arrows connecting them (as they did before too).
I just checked some other creatures that have WPs, and some of them are no longer working as well! I have a rabbit with WPs that's not walking them but instead is just rotating back and forth in place - so its direction is changing, but location isn't (though its direction doesn't actually match the waypoints). WTH?? I haven't even opened that area in months. In that same area though I have another creature that IS working with its WPs. This makes no sense at all - seems like something's become corrupt in the module.
I just checked some other creatures that have WPs, and some of them are no longer working as well! I have a rabbit with WPs that's not walking them but instead is just rotating back and forth in place - so its direction is changing, but location isn't (though its direction doesn't actually match the waypoints). WTH?? I haven't even opened that area in months. In that same area though I have another creature that IS working with its WPs. This makes no sense at all - seems like something's become corrupt in the module.
#4
Posté 03 avril 2011 - 07:03
Have you any repeated way point names. Over the whole mod not just in the area the npc is moving. I believe it will look for way points in other area and that may be confusing things.
#5
Posté 03 avril 2011 - 07:46
It's possible the rabbit has repeated wp names, but I'm almost certain the other two NPCs don't. I'll double check tomorrow though.
#6
Posté 04 avril 2011 - 06:14
Ok, I fixed the rabbit (and some others) due to the duplicate names. However, the 2 NPCs having this problem do not have duplicates, and they still aren't walking. Any other ideas?
#7
Posté 04 avril 2011 - 10:31
The waypoints are in the baked walkmesh?
#8
Posté 26 juin 2011 - 07:01
Kaldor Silverwand wrote...
The waypoints are in the baked walkmesh?
Is there a way to tell? I definitely baked.
#9
Posté 26 juin 2011 - 01:53
-nevermind, missed some details above-
Modifié par JasonNH, 26 juin 2011 - 01:53 .
#10
Posté 26 juin 2011 - 03:35
My guess is that you added in a NPC in another area with the same tag and their own waypoints. The AI looks for waypoints all across the module, so it isn't smart enough to only follow the waypoint just in that particular area. You'll need to give each NPC a unique tag.
Other possibilities include some change to the AI scripts, or something with the walk rate.
To check the walkmesh, turn on the baked and walkmesh buttons at the top, and check waypoint-by-waypoint that they're on the right side of the yellow and white lines.
Other possibilities include some change to the AI scripts, or something with the walk rate.
To check the walkmesh, turn on the baked and walkmesh buttons at the top, and check waypoint-by-waypoint that they're on the right side of the yellow and white lines.
#11
Posté 26 juin 2011 - 04:37
Lugaid of the Red Stripes wrote...
My guess is that you added in a NPC in another area with the same tag and their own waypoints. The AI looks for waypoints all across the module, so it isn't smart enough to only follow the waypoint just in that particular area. You'll need to give each NPC a unique tag.
Other possibilities include some change to the AI scripts, or something with the walk rate.
To check the walkmesh, turn on the baked and walkmesh buttons at the top, and check waypoint-by-waypoint that they're on the right side of the yellow and white lines.
Nope, I checked the NPC names and made sure they were unique, and the waypoint names match them. I also didn't change the scripts (that I remember - at least nothing significant). I know how to look at the walkmesh - I thought maybe he meant the waypoints would appear somehow in the baked mesh. Anyway, I don't have to worry about the walkmesh as far as walking goes - it's interior and just hallways with no obstructions. The PC is able to walk just fine in those areas. The NPCs were walking in those hallways just fine and then suddenly, one build, they just stopped. I'm pretty sure I didn't change anything that would affect their walk paths. What's more, BOTH stopped - not just one - there are 2 NPC guards that walk the same route, but in reverse. And I did name them differently, so it's not that.
It feels to me there's something corrupt or a bug, but can't say for sure.
#12
Posté 26 juin 2011 - 06:33
I know creatures will stop moving if another creature is blocking or sitting on the waypoint they're supposed to be moving towards. Alternatively, something could be messing up the AI setting, keeping it stuck on very low.
If something's corrupted, then deleted and re-making the NPC and waypoints might fix it, or maybe exporting the whole area as an ERF and re-importing it. Most likely, something you change had some sort of bizarre repercussion. Maybe you could do a walkwaypoints script to get some feedback debugging messages, or a custom heartbeat, just to figure out what exactly the NPC's are doing and where they fail.
If something's corrupted, then deleted and re-making the NPC and waypoints might fix it, or maybe exporting the whole area as an ERF and re-importing it. Most likely, something you change had some sort of bizarre repercussion. Maybe you could do a walkwaypoints script to get some feedback debugging messages, or a custom heartbeat, just to figure out what exactly the NPC's are doing and where they fail.





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