FrenchDecay on 6/1/2016 at 18:27
Hi everyone !
I'm having a bad time (again) with a creature, it's basically just meant to be there as a scenery-thingy (I really don't know how to explain this in another way), it won't have to move/see/hear and is not even a conversation actor, I intend to put some soundtraps here and there.
My only problem is that the big guy (creature scale is set to 8) tends to disappear from his spot (a 24x24x64 cylinder with a 24x24x34 flood-brush ), and can pop into existence just as randomly as he disappears. He can't be damaged and is in the same team as every other creature, he is quite far away from the StartingPoint though, he's at 8x-124x-67 while the StartingPoint is at 122x154x-2.
Can someone help me ? Also, sorry about the bulky text and the probably not-so-great English, bear with me :rolleyes:
Xorak on 8/1/2016 at 05:29
Two questions, when you say flood brush do you mean room brush?
Does he disappear when his scale is set to normal, or can you tell?
FrenchDecay on 8/1/2016 at 09:27
Nope, flood brush is just like a "fill water" brush, except it won't create both a air brush and a water brush, just fill up the selected area with water/lava (this is so confusing :cheeky:)
He doesn't disappear when his scale is normal. This is super weird, that's the first time I see something like this.
Also I tried to fix this by placing him in a place with the same dimension (minus the flood brush) and had him teleported back when entering the place he's supposed to be in, seems to be working but I'm afraid that he just disappear again later on.
john9818a on 8/1/2016 at 10:15
If this creature doesn't do anything why not make it a static object and not an AI? I've never usdled creature scale but scaling objects has never given me any provlems.
GORT on 8/1/2016 at 10:18
Hmmm... I'm a bit puzzled here.:confused:
I may need to see the layout of your mission in order to see what's making the AI disappearing. I've tried to recreate the area that you've made for the huge AI, but it never disappeared for me.
FrenchDecay on 8/1/2016 at 10:59
This is going to be messy
<a href="http://www.directupload.net/file/d/4227/fw7l2ce8_png.htm" target="_blank"><img src="http://fs5.directupload.net/images/160108/temp/fw7l2ce8.png" border="1" title="Kostenlos Bilder und Fotos hochladen"></a>
I tried several things so there are some changes now : the big dude is the selected object, I added another x24 cylinder under the previous ones (only filled with air) but with no room applied to it.
I did that because after several attempts I noticed a "collapse" sound that failed in the MONO-prompt-thingy, I don't know why but I believe even though I set drowndamage to 0, the fireproof metaproperty and deathstage to 12, the big dude ended up collapsing and clipping through the wall for some reason. So basically if you look at the plan, he's supposed to rise until he approximately reaches the top of the object right above him (the top red line). He is placed a bit below the water-brush and rises on an elevator (yes I really did that :cheeky:) till the point where he is supposed to be in the first place.
Also, I thought about replacing him by a static object, but my previous attempts -back when I was even worse at DromEd- were really bad, the best thing I managed to pull off was a AI standing like Jesus with half his body buried underground, and well.. the worst was that man so messed up he actually looked like a basket ball with shoulders and legs (please let's never talk about this ever again :wot:) And now that I changed several things, the big guy doesn't face the right direction so I might as well try to add him as a conversation actor and add a "Face" line so that he looks directly at Garrett. Man I need to record what I just witnessed, that's just art now :cheeky:
ZylonBane on 8/1/2016 at 13:52
Quote Posted by john9818a
If this creature doesn't do anything why not make it a static object and not an AI?
Because AI models are only intended to be used by AIs.
The OMs are full of AIs models that are static and don't do anything. They're called corpses, and it sounds like he's not setting this thing up as one.
LarryG on 8/1/2016 at 15:50
My guess is that the disappearing is a rendering issue due to the physics of your giant not having been adjusted to match your creature scale. It is just a guess, but try adjusting the two radii values by a factor of 8 and see what happens.
Yandros on 8/1/2016 at 16:37
That may not work, you need to show_phys_models before going in game. I've seen cases where I tried to adjust the sizes of the two spheres in an AI collision model, but the engine just reset them to the values on the archetype as soon as you go in game. So you may need a specific archetype for the giant AI to deal with that. I fixed some oversized treebeasts in someone's mission during test that way a year or two ago.
Edit:
Come to think of it, even setting the sizes on an archetype might not have been enough, the engine might have reverted them anyway (possibly based on the skeleton type, I don't know). I may have actually had to put a custom stim source and receptron on the beasts firing continuously which copied the Physics > Model > Dimensions property from an archetype to the concrete AI object to make it work. If just making an archetype doesn't work, you might try that.
ZylonBane on 8/1/2016 at 19:07
Yeah, AI collision spheres are hard-coded into the creature type, and the engine will laugh in your face if you try to change them.
But corpses don't have collision anyway, so this should be a moot point.