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mr.devolver

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Posts posted by mr.devolver

  1. Any progress on the keep shooting until enemy within 5 blocks thing :whip:

    sorta takes the fun out of importing ranged npcs if they only shoot once then run up to melee constantly

     

    Yeah, and for some reason I thought this issue was only happening with your NPCs. Sorry. :( On the other hand, if it's a general issue, then it's very likely that Sphereii can fix it.

     

    Maybe then I will be finally able to build that watchtower and let the NPCs cover the area with sniper rifle!

  2. "Patrol your route" command doesn't work on SphereII robot NPC. I've set it to follow the path around the POI which I turned into a base and he does that only once and then stops at the same place where he started.

     

    Other NPCs do that in loop until I tell them to do something else. By the way, this is the first time this robot showed up. I don't know what attracted him towards my position, maybe that horde I dealt with couple of moments before his arrival, but so far I'm pretty happy that he's around. :)

     

    EDIT: I told him couple of times and it seems like he's now doing it right! I guess my science skill was too low before... Wait this is not Fallout, nevermind. :p

  3. This one showed up when I gave my NPC some water and he used it all.

     

    NullReferenceException: Object reference not set to an instance of an object

    at EAIMaslowLevel1SDX.PerformAction () [0x00000] in <filename unknown>:0

    at EAIMaslowLevel1SDX.CheckForWaterBlock () [0x00000] in <filename unknown>:0

    at EAIMaslowLevel1SDX.CanExecute () [0x00000] in <filename unknown>:0

    at EAITaskList.OnUpdateTasks () [0x00000] in <filename unknown>:0

    at EAIManager.Update () [0x00000] in <filename unknown>:0

    at EntityAlive.updateTasks () [0x00000] in <filename unknown>:0

    at EntityAlive.OnUpdateLive () [0x00000] in <filename unknown>:0

    at EntityNPC.OnUpdateLive () [0x00000] in <filename unknown>:0

    at EntityAliveSDX.OnUpdateLive () [0x00000] in <filename unknown>:0

    at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0

    at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0

    at GameManager.gmUpdate () [0x00000] in <filename unknown>:0

    at GameManager.Update () [0x00000] in <filename unknown>:0

  4. I entered fire department POI, killed couple of zombies and went upstairs and I got NREs. I grabbed the log while still playing so it doesn't end by saving, but the last entries in the log are most likely related to those NRE messages.

     

    I didn't have a hired NPC with me. In fact, I didn't hire anyone in this world yet.

     

    LOG

  5. Pushing again now. It includes an animal spawning fix too. I think I had added them to the wrong spawn group.

     

    SDX_EAITask and Bloom's should be updated

     

    4R0Tn8U.png

     

    INFO: Built in 465ms

    d:\Hry\7D2D\Alpha17\My_Mods\Alpha17_4_Game1\Mods\SDX_EAITasks\Scripts\EAIMaslowLevel1SDX_v2.cs(130,34): error CS0117: 'EntityUtilities' does not contain a definition for 'isEntityHungry'

    d:\Hry\7D2D\Alpha17\My_Mods\Alpha17_4_Game1\Mods\SDX_EAITasks\Scripts\EAIMaslowLevel1SDX_v2.cs(134,33): error CS0117: 'EntityUtilities' does not contain a definition for 'isEntityThirsty'

    d:\Hry\7D2D\Alpha17\My_Mods\Alpha17_4_Game1\Mods\SDX_EAITasks\Scripts\EAIMaslowLevel1SDX_v2.cs(138,33): error CS0117: 'EntityUtilities' does not contain a definition for 'isEntityHurt'

    d:\Hry\7D2D\Alpha17\My_Mods\Alpha17_4_Game1\Mods\SDX_EAITasks\Scripts\EAIMaslowLevel1SDX_v2.cs(233,29): error CS0117: 'EntityUtilities' does not contain a definition for 'isEntityThirsty'

    d:\Hry\7D2D\Alpha17\My_Mods\Alpha17_4_Game1\Mods\SDX_EAITasks\Scripts\EAIMaslowLevel1SDX_v2.cs(236,28): error CS0117: 'EntityUtilities' does not contain a definition for 'isEntityHungry'

    ERROR: Failed to compile Mods.dll

    ERROR: Task Compile mod scripts failed

    EVENT: Action completed at: 1. 6. 2019 23:32:28 and took 3,48 seconds

    Remote build failed

     

    SDX Exit Code: -100

    Error Compiling SDX:

  6. Pushed a small fix to the ApproachAndFollow target to get the animals to start following you again.

     

    What was updated? I refreshed the list of modlets and I still can't see the update.

  7. Met one? Have you even herd of them?

     

    Sorry if what I said is grammatically incorrect. English is not my native language and right now I'm very tired, so it is possible that I will write some nonsense.

     

    I do have Bloom's Animal Husbandry installed, but the animals just don't seem to spawn.

  8. Pushed a small fix to the ApproachAndFollow target to get the animals to start following you again.

     

    I haven't even met one that would spawn automatically. :(

  9. I've run across a minor issue with all the NPCs. They work perfectly fine for me but not for my friend when she joins me. She can hire them but they won't follow her at all or follow any orders she gives them. We usually play a game hosted on my computer rather than a dedicated server.

     

    Interesting problem. Unfortunately I can't confirm this time, because I had no chance to play coop with this mod yet, but I'd like to play coop with it eventually when all the issues are resolved.

  10. Adding followers can be done with vanilla.. they just kind of stand on top of your head. They have effectively set you as their attack target, but aren't allowed to hit you, because you are not configured as a target.

     

    To change the traders, it'd just be an xpath swap, and they should work. It may make them vulnerable to attacks, which can be seen as positive for some.

     

    And that's exactly what I meant, there are many issues you have to deal with, so adding them is not as easy as he portrayed it.

     

    As for the change of traders, it might be seen as positive change for some players if they could kill the traders, but I think not all of us would like it that way. I think the way traders work in vanilla should stay as is, because most players expect the traders to be invincible so that their quest won't break just because someone killed their quest giver.

     

    If someone wants vulnerable traders for any reason, you could make it an option for server admins to make the traders vulnerable, so it could be set up to work in both scenarios.

  11. Technically, our NPCs are EntityAliveSDX, which are EntityNPCs with more stuff. We could just change all the traders to be EntityAliveSDX, and they should retain all their functionality. But I don't feel that's the right solution, but could be a temporary one.

     

    I know that you probably want as few changes to vanilla as possible for better compatibility with other mods, but on the other hand, if the game code that governs traders is not flexible enough to work well with custom NPCs (which kinda defeats all madmole's claims that adding NPC followers should be easy enough for modders), then changing the game code is probably the only possible solution if you want your mod to look and feel natural and perhaps if you create a robust mod that actually works well in all kinds of different scenarios, other mods might benefit more from using this mod as dependency instead of the vanilla code in which case incompatibility wouldn't be an issue.

  12. That's one solution. Have the NPC scan around 11+ blocks and see if there's a trader nearby, and just stop moving. I'm still getting used to moving the entities around, and figuring out what they see as barriers and not.

     

    Well, when I saw that screenshot you posted there with baker NPC next to a trader, I was very excited, so to be absolutely honest, I would love if we could safely do that any time.

  13. They are actually spawned through a block. The code just assumes they should be the only NPC within 10 blocks of it. Trader Jen was probably the original trader.

     

    Just an idea, but if it's 10 blocks around the trader NPC, maybe your NPC could temporarily stop following you right before crossing that line so that they would not move any closer to the trader. I guess in most cases that would be still close enough for player to reach them when needed and once the players are done buying / selling stuff, they could leave and their NPC would start following them again.

  14. I was worried about that. The traders compare their entityid to that of all npc's in a radius. If your NPC's entity id is lower than the trader's, the trader will despawn. Any trader that spawns in after your npcs will likely disappear.

     

    I can implement the same style of fix for the traders, as I did to prevent the npcs from despawning, but then we may get duplicate traders. I'll think about it and see what kind of solution I can come up with.

     

    I have another interesting experience: My trader that I spawned as a replacement for the one that disappeared was trader Bob, not sure which one was the original one because he was already gone when I entered his room, so I just picked one randomly. When I asked Bob for a fetch job and came back with the supplies, Bob himself was gone and instead of Bob, trader Jen stood there in front of me! What's even weirder, I was actually able to finish the job by talking to trader Jen!

     

    As for the despawn issue, I think it's pretty weird that a static trader actually spawns after your NPCs. I would think that they all just spawn in their base before anything else.

  15. I just tested this last update with the existing world and NPCGhost from Dark. NPCGhost did not disappear, but the trader himself did lol

     

    I spawned a new trader and that one disappeared as well.

     

    It seems like when my follower gets too close to the trader, the trader disappears. I left the NPC outside of the trader's base and spawned a new trader behind the counter and that trader now stays there.

  16. The error was in maslow AI. That's being refactored, so I hope we can catch the exact cause of the issue, if it even exists in the new code.

     

    Oh, ok cool.

  17. Update pushed for the trader issue. Should work with existing NPCs.

     

    Testing of the refactored maslow is going well. Simplies code, and allows usage of med kits, etc

     

    Thanks. Anything new regarding the errors in the log I posted the other day?

  18. I can review the log tonight; media fire is blocked at my work.

     

    Sorry for that, but the log was really huge, pastebin.com wouldn't accept it, so I had to compress it.

     

    Oh, one more thing. For some reason, my companion just disappeared like maybe after 3-4 days or so and we weren't even at trader's base. First I thought that he got stuck somewhere and stopped following me, but then I realized that we have the teleport now so this shouldn't be an issue, so I checked the map and he was really gone. Could it be that the game eventually despawns some entities? Assuming that this is the case, maybe you could put something there to protect at least hired NPCs from being auto-despawned by the game itself?

  19. Sphereii, sometimes I get some red message in console, but it's always pushed away very fast by the stats messages. Is there any way I can temporarily turn off the stats messages so that when this red message shows up again, I will be able to read it and find it in the log?

     

    Alternatively, here's the last log full of these stats, but also the error messages:

    output_log

  20. Hey Darkstardragon,

     

    I was on my way to my base at late night and when I went around this bus, I noticed some movement inside. I came closer and look who I found there hiding behind the seats trying to get a free ride home!

     

    PjYYy0A.jpg

  21. It takes a lot of effort to make a "finished" custom entity.

     

    i double confirm that lol, the more i talk to xyth about animating these entities the further i feel im going down the rabbit hole :boom:

     

    Well, I'm not much of a modder, but if it helps, I can confirm that it's always VERY appreciated when you guys add more stuff to this mod, because I absolutely love it and I will always love to help you test it thoroughly in my gaming sessions which are always several hours long! :p

     

    Seriously, I would get bored in vanilla, but I can keep playing for hours with this mod, so you are doing something right! :D

  22. I'm not a huge fan of adding NPCs just for the sake of adding allies. They are cheap now, but they won't always be. When we add in more random elements to them, such as different levels, health, attack damage, etc, then their fees will be more expensive. We may even tie in some to the Perk levels. Some may be available through quest chains, etc.

     

    In reality, very few people would continue to fight you to the death, especially if you are showing signs that you are done.

     

    That being said, I wouldn't want you to throw up your hands to surrounded, and the NPC gives up... just so you switch back to your weapon, hit them, then hands again.

     

    Oh, so you don't want players to abuse it, okay... How about this: Maybe they would have some kind of bar filled with patience and the more you piss them off, the lower their patience will be. If their patience is high enough, they may forgive you some random shots or hits, but once their patience gets too low or empty, they will not forgive you, they will want to kill you. Just an idea... The trouble with a solution like this would probably be that one bar of patience wouldn't be enough for all players and other NPCs / traders / bandits, because they shouldn't want to kill everyone just because one bandit pissed them off, but still there should be some kind of logic in it with players having a fair chance to avoid the fight with the NPCs if the NPCs aren't straight-up evil.

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