There is a reason they're called "dummy" NPCs
No kidding. Ha ha ![]()
There is a reason they're called "dummy" NPCs
No kidding. Ha ha ![]()
That was me for the walk through the fence
The 2,5 blocks are the key for that and is made that way so the bandits and animals don't get stuck on little rocks and stuff.. So if that number means anything for the NPCs, than at least you have a starting point for the experiments
LOL! How cool - How did I miss that. ![]()
What a lot of effort you put into that. ![]()
I'm hoping Red can shine some more light.
Cheers! ![]()
Yes, that is the issue and the game mechanics. If the npc gets stuck or unable to move around too much it'll jump/fall/teleport.
A player did some research about bandit npc's that jumped or walked through a fence (on Steam forum).
I am merely trying to find out if those deciding numbers are defined or related in the database..for me to tinker with, either as a plugin or just add to my SQLite fast-track scripts.
I really like the ability implemented to move the npc's, - saves me from quitting the game and run my silly SQL scripts. Ha ha.
Perhaps a future update would let you customize a npc's "teleport" ability. - Too much to ask really.
Thank you for replying SmileyNS.
Not sure if I'm posting this here correctly and if someone knows - I'm sure Red does.
I have seen posts about spawned npc's to wander around and look "helpful" only for them to end up on a roof somewhere of a building they where in.
This happens in my (SP) game world where I have dummy npc's inside a building (the fantastic Lynnewood Hall by drakonas111) , and outside in the fenced-in perimeter of the "palace" and also my own chicken coop.
Sometimes the inside npc's will "jump" to the attic or roof, sometimes jump/teleport outside the building, - and then the outside npc's sometimes leave the perimeter by jumping the fence even though I have taken measures to prevent that from happening.
Only the "dummy" npc's displays this ability in this situation. Certain small animal npc's will exhibit a behavior of "falling" through the floor/ground/surface they are walking on, even on a double layered floor or "block" - even seems to get "stuck" sunken halfway into that once in a while. They do not fall into oblivion.
The chickens drop through floor to bottom once in a while in the coop that has a base floor and a house (coop) raised above that with an access ramp to the raised build.
So long story, I know - sorry. ![]()
My question is: Is there a setting in a database for the threshold that defines the jump/leap/fall-tru factor? In the definitions.db I see a "spatial" column in the "npcs_spacial" table - is that it or is it hard coded? ![]()
Tinkering with a plugin to keep the "crew" in control - but I need a little more (ok, A LOT) more Unity time coming from Unreal Engine.
Oh, that's actually intended
This was meant was a preview of the new position (similar to hitting the move buttons in the menu)... but if you hit Cancel, the npc should go back to the original position.
That is cool - but not being able to "pan around and looking" makes it a bit confusing. All good. Keep up the excellent work. Cheers!
Another observation: Entering any coordinates/x,y,z positions in the "Editnpc", "Move npc" menu, relocates the npc immediately BEFORE applying the change.
Hey yahgiggle... hope you're doing well; I haven't seen you on the forum for a while!
With the new RW update, all the transporters have suddenly become invisible... do you have any idea what could be causing this?
I was using the Autodoors plugin in SP - and they too was invisible and not working correctly. According to Red, the Unity Asset Bundles in plugins needs to be rebuild with the new Unity and RW updates.
I can confirm that!
Absolutely great work! Love this game. ![]()
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Got an issue withe the "Autodoors" plugin not working correctly anymore in my "old" world and a newly created world (both SP), but that would probably be with the plugin vs. API itself. No biggie.
Super duper work!
Mabye we could also remove a few items from the crafting menu... not sure about this, but for example, items like the toolbelt or grappling gun could be removed, so they would only be obtainable from dungeons or traders?
Nooooo - not the Toolbelt! Waaahh. ![]()
Could be challenging though! ![]()
Try to google "ntdll.dll exception code 0xc0000005" - no quotes.
May be a solution for you in that search.
Woo Hoo
! - finally got my first plugin to work and I was just trying to do the same simple minimum example by @red51 (thank you).
After fiddling with Netbeans configuration and what Java-type Project to start and google for same with different results.
The YAML file's "main:" part threw me off as well, turned out to be super simple.
Still, would like to see a setup with example tutorial to cover those basics from start to finish with the different IDE's.
Cheers!
Thank you all for bringing this up and big thank you red51 for clarifying this
. Has been driving me nuts too. ![]()
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Display MoreIch kann dich und mich beruhigen, an der ToolsAPI und dem Modelloader liegt es nicht. Übrigens die Ordner Umbenennung in 0ToolsAPI ist nicht mehr notwendig. Dank der Prioritäten.
Bei den Blueprints, passiert es gelegentlich das durch die Rotation der BP's die "neuen" Rasterkoordinaten nicht auf das Spielraster passen.
Die Sachen fallen ab weil, sie nicht mehr mit einem Objekt Verbunden sind.
Z.B. die Perfekt an der Wand platzierte Lampe wird nach der Drehung, ein wenig von der Wand entfernt platziert (mit dem Auge nicht zu erkennen).
Der einfachste Weg ist: Admin zu sein und in der Console undo zu benutzen, damit werden die zuletzt zerstörten Objekte wiederhergestellt, bis der Gesamte Blueprint entfernt werden soll (Hier kommt aber ein Bestätigungsfenster, das dann Abgebrochen werden kann).
Bei Bauten für BP's, sollte Mann z.B. Lampen, ein wenig in die Wand setzen, der Kleinste zur Verfügung stehende Raster Schritt reich da Völlig aus:Daumen hoch:
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I can't and calm me down, to the ToolsAPI, and the ModelLoader, it is. By the way, the folder is renamed in 0ToolsAPI is no longer necessary. Thanks to the priorities.
In the Blueprints, it happens occasionally due to the Rotation of BP's the "new" grid coordinates not on the game grid to match.
Things fall because they are no longer Associated with an object.
For example, the Perfect on the wall-placed lamp will not recognize after the rotation, a little away from the wall is placed (with the eye).
The easiest way is: to be Admin to use the Console undo, the last destroyed objects will be restored to the Entire Blueprint should be removed (Here, a confirmation window, which can then be Canceled), but.
In the case of buildings for BP's, should man, for example, lamps, put a little into the wall, the Smallest available Grid step rich as Completely
I re-ran the situation last night and that seems to be exactly what happened - rotating did something to make certain objects go bonkers and disassociate themselves.
I lined up the BP perfectly and no falling objects. I used on many occasions a gridsize of 0.025 for simpler and accurate snaps across the board in my BP and seems like no problem there, but larger snap points/gridsize here and there made some sort of difference. Hmmm. Will tinker around a bit more.
Thank you for the heads up. Cheers! ![]()
And set regular lights to blink/flash and set/change the interval.
Sharing my Steel Tower BP and a couple of BP parts that was used. I have a few more parts BP's that was used if interested and may upload later when time permits.
Feel free to use any way you like.
Super very helpful! ![]()
Vielen dank! ![]()
I have the same problem and it’s seemingly random. Until a fix is made, I just open console and type undo several times to restore the dropped objects.
I have not tried that but I'll experiment with that a bit. Thank you.
I saw another post about BP folder size issue on a server so I did a cleanup on my SP game and in my BP test scenario it did seem to work at first, perfect BP placement, no object falls and no fall-tru traps. Then went into a couple of other worlds and nope. In one world the BP placement dropped only 2 objects and no fall-tru's but in the other world all but one object dropped and several fall-tru's from stair steps but also including some platform floor blocks. I even cleaned up the blueprint database in one of the worlds, removed BP's no longer present in the BP folder, but to no avail.