Hi all. This has happened to me on a couple of occasions, during a cutscene. The NPC was supposed to walk somewhere, and for the rest of the scene he keeps making the animation even though he stands on one spot. Sometimes, he even continues doing it after the conversation and will only get over it if I talk to him again, or if he is a companion get control of him. Any ideas why this is happening?
NPC stack on walk animation
#1
Posté 10 janvier 2016 - 07:39
#2
Posté 10 janvier 2016 - 10:48
#3
Posté 12 janvier 2016 - 05:01
Well, kinda yes. One time I saw it, it really happened when an NPC tried to pass a door. But another time it was while out in the open with a clear path and all.
#4
Posté 12 janvier 2016 - 05:19
- rubber banding (unit looks like its walking in place until it pops backwards to where it 'really' is)
- animation bug: anim simply doesn't quit until another anim is invoked (even a call to Idle ...)
hm, two more reasons to work on xoreos/NwN2
#5
Posté 13 janvier 2016 - 07:54
It has to be the second. Is this a known thing to you KevL? And if yes, is there a file that needs tweaking in order to fix it, or should I just go with the thought that the the builder cannot do much about some game mechanic bugs
?
#6
Posté 13 janvier 2016 - 08:57
if so, very rare for me and i just click it and it stops. Game mechanic bug (likely): someone left out an if clause
#7
Posté 13 janvier 2016 - 05:02
I've seen it happen a few times when a character gets caught up trying to go around a corner when there is a walk mesh with a lot of tightly packed mesh faces. Eventually it just stopped moving and I had to go back and steer it around the obstacle. Another case was a chest that the character couldn't quite reach, so it kept walking in the same direction. I suppose it could happen with dynamic collisions as well.
#8
Posté 13 janvier 2016 - 06:30
Sometimes I think that the efficiency of the pathfinding algorithms of NWN2 depends almost solely on the builder's work on creating a good walkmesh. And if I had done a sloppy job then I would fix it. However, I am very proud of my walkmesh in general. And my creature makes it on open space anyway
. Now that I think about it though, it happened when I clicked to progress the scene before he had reached destination. If not 100%, then it is a very high chance that the problem lies there. Adding a carefully calculated delay on the node where he runs might fix the problem.





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