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Kashyyyk Great Walkway - Dead Wookiee encounter issues

Open JCarter426 opened this issue 6 years ago • 9 comments
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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

JCarter426 avatar May 18 '19 10:05 JCarter426

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?

DarthParametric avatar May 18 '19 10:05 DarthParametric

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.

JCarter426 avatar May 18 '19 11:05 JCarter426

They are set as friendly?

DarthParametric avatar May 18 '19 11:05 DarthParametric

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.

JCarter426 avatar May 18 '19 11:05 JCarter426

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);

DarthParametric avatar May 18 '19 11:05 DarthParametric

Hmm, maybe. Might be hard to test, because it doesn't always happen, but I can try it.

JCarter426 avatar May 18 '19 11:05 JCarter426

k_pman_npcstop is the global script. I've noticed it used a couple of times, called via an ExecuteScript.

DarthParametric avatar May 19 '19 18:05 DarthParametric

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.

DarthParametric avatar Nov 26 '23 10:11 DarthParametric

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.

DarthParametric avatar Dec 18 '23 02:12 DarthParametric