Sören Zapp
Sören Zapp
Two templates seem to be missing: 1. Modify NPC function 2. Modify NPC State Some names need to be adjusted: Abbreviations like NPC should be all lower case in the...
@catalinstoian Can you provide details about this issue? I am not familiar with it.
The fix seems to be to disable the `AI_Wait` in the state loop. This can be achieved by searching the bytecode of the function and count how many function calls...
The essential gist of it is this: https://github.com/AmProsius/gothic-1-community-patch/blob/9f4b6ca0724cb9ba635d298726439645dc911b6c/scriptbase/_work/Data/Scripts/Content/Story/ZS/ZS_GuardWheelOpen.d#L25-L42 changed to ```D func int ZS_GuardWheelOpen_Loop() { if (Wld_GetMobState (self, "VWHEEL") == 1) { AI_UseMob (self, "VWHEEL", 0); AI_UseMob (self, "VWHEEL", -1);...
> What's with `LEVER`s? Is someone guarding a lever anyway? It seems there is no such AI state for levers, only for winches. All the scripts posted before go much...
> GMF has fixed stucked gates already. Playing together with G1CP this bug occurs again. I have tested it. I would exclude this one fix for GMF (if it possible...
If the solution suggested is not working, one could hook the unarchiver function of NPCs to reset the stance. The first thing here would be to implement an reliable test...
Related to #242. A fix, although separate, may be implemented similarly: Checking the display length of a string with [Print_GetStringWidth](https://lego.worldofplayers.de/?Interface#Print_GetStringWidth) and the width of the parent view. For #242, the...
I wonder if there may be an easy way for a line break (in the case of dialog choice boxes).
The relevant code **might** be this one (there are other portions where fleeing is triggered, I haven't checked all of them): https://github.com/AmProsius/gothic-1-community-patch/blob/2892a60a3edf33340d7907fe7b3c137d079e8474/scriptbase/_work/Data/Scripts/Content/AI/ZS_Human/ZS_AssessEnemy.d#L70-L79 If this one is the cause, we'll have...