K1_Community_Patch
K1_Community_Patch copied to clipboard
Kashyyyk Great Walkway - Dead Wookiee encounter issues
The encounter with the Czerka team that killed a Wookiee on the Great Walkway has various issues:
- [ ] ~The trigger is too close to the group. The scene doesn't fire until the player is standing in the middle of their group.~
- [x] There are several facing issues with the Czerka personnel jumping to the player and one another in the same shot. Typical speaker/listener tag issues.
- [x] The dynamic cameras are less than ideal and can result in the speaker or listener being out of frame or blocked by the party. Possibly a result of the first two issues.
- [x] E36 is an interjection by HK, but lacks a starting conditional - DP
- [ ] ~If the captain is persuaded to leave/go off-world, they run off in the same direction as they do when resuming their patrol, towards the Wookiee village. They should get walked back to the landing pad entrance instead.~ Edit: Too difficult, shares an exit node with other branches. - DP
- [x] If things turn hostile, the party members can just stand around watching - DP
Hrm, I don't remember it triggering super close. Maybe it's because I usually repair that droid and hang back to let it start attacking.
Don't you also get a triggered convo with Zaalbar right before hitting that scene as well?
I see what the problem is. The fight with the kinraths drew the captain AI's attention and he ran towards the entrance. When I prevent that from happening, the trigger seems to be ok. It's probably his faction that should be changed instead.
They are set as friendly?
Hmm, he is set to neutral, actually, so I don't know why that would happen. I see some kinrath set to Friendly 2 but neutral should be neutral to everybody.
Could you disable their AI in their OnSpawn and re-enable it if they go hostile? I've seen this done on Manaan:
GN_SetSpawnInCondition(SW_FLAG_AI_OFF,TRUE);
Hmm, maybe. Might be hard to test, because it doesn't always happen, but I can try it.
k_pman_npcstop is the global script. I've noticed it used a couple of times, called via an ExecuteScript.
So looking at this issue again, JC's reported incident was presumably a case of a neutral NPC responding to shouts, which was addressed in #487. All that should need doing is jumping the party and tackling any facing problems.
1.10.0 beta test 2 observations:
- [ ] As with other recent cases, not all party members seem to be behaving themselves and jumping as ordered.