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Changes to BSP_LV426PT02 break NPC movement at chapter/section start

Open ghramsey opened this issue 9 months ago • 2 comments

This seems to be a strange issue. I am not sure what could be at fault. I've noted it here on GitHub going back to 2023: https://github.com/MattFiler/OpenCAGE/discussions/148 I thought I'd made a ticket back then too, but it seems I did not.

I cannot upload the video to this ticket. It's probably too many links on one post.

Steps to reproduce:

Pretty much any change to the file seems to do this except I can change the ARCHTYPES\NPC\ACTORS\SPACESUIT_Player CHR_LocomotionModifier add Can_Run =true and Is_In_Spacesuit = false and all is good.

In this case the change that breaks is I added a speechscript function entity. Saved.

Reloaded, Mission 9 from the start and played through to the transition.

Once the fade-in of Part 2 finishes the autosave triggers and the NPCs are just bugged. Stuck in place. They don't move on their own. If bumped Meeks and Foster will turn and face a nearby wall or 'snap' around, but they refuse to move. If I keep walking w/o the NPCs all of the dialogue plays out normally included the speechscript entity I added, (tried to the triggerbox enter derlict named A_WhatsOnTheWalls), but without any of the NPCs being present.
Allowing about 5-6 minutes and standing in what is probably a trigger or maybe a zone marker Meeks, Heyst and Foster eventually DO wander into the derilict main room.

WORLD.zip

I'll add the video clip I made in a moment. GitHub would not let me upload the MP4 video I made. Here's the video on YT: https://youtu.be/oEAxjsfZ87M instead. Oh. One last thing. This is Master branch 0.13.1.2 . Since this issue has been around for >2 years though OpenCAGE version probably doesn't matter.

As noted on Discord , back in 2023 JeffCat made a file that forced the NPCs to move by triggerbinding them into motion. He called it 'brute force'. To date that is only way to make the move.

This is a bit of a red herring issue.
I am not sure it will be solved.
I appreciate your having a look though.

ghramsey avatar Mar 08 '25 01:03 ghramsey

not gonna tag as a bug just yet as it seems bit of a weird one, but there's a high chance there's something the tool's writing order-wise that's breaking something. will try take a poke this week :)

MattFiler avatar Mar 09 '25 17:03 MattFiler

Maybe something strange in how this mission is laid out with two parts. If it's a bug I hope something that can be located and fixed.

In the meantime, frustrating though it is I still have the file that Jeff made in 2023. He created custom triggerbindings on the three NPCs. It still works.

For now I'll use it as a work around.

Thank you for looking.

ghramsey avatar Mar 09 '25 17:03 ghramsey