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Korriban Sith Academy - Mandalorian prisoner interrogation issues #434

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Salk73 opened this issue Sep 20, 2020 · 8 comments
Closed
9 tasks done

Korriban Sith Academy - Mandalorian prisoner interrogation issues #434

Salk73 opened this issue Sep 20, 2020 · 8 comments
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Minor Issue Aesthetic issue or other problem that isn't really a bug Module: Korriban Issue occurs primarily on Korriban Type: Conversation This issue is a DLG-specific bug/error Type: Scripting This issue is related specifically to a scripting bug/error

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@Salk73
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Salk73 commented Sep 20, 2020

  • The Mandalorian prisoner inside the cage spawns off-center.
  • The Mandalorian prisoner will "disappear" upon dying from an overdose. Edit: This is intended for all paths except killing the torturer
  • When the Player uses the console the camera framing is quite off.
  • When the Player uses the console they are airtyping badly.

See video: https://youtu.be/FEzbpCh53ic?t=138

Edited to be more concise - DP

Additional issues:

  • The torturer can have trouble pathfinding past the party after the initial cutscene.
  • The torturer needs a facing command after his initial walk away from the console.
  • The Mando prisoner seems to ignore speaker/listener tags, possibly affected by SetLockOrientationInDialog.
  • If the player chooses to attack the torturer, the party members may stand by watching.

Further issues from Salk:

  • The trigger for the initial convo with the torturer can be bypassed, needs to be enlarged.
@Salk73
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Salk73 commented Sep 20, 2020

I solved it by giving a new spawning position to the prisoner and by jumping the party when the computer is used to make sure the Player is close enough to the console.

I found that camera 5 worked well at E2 and E3.

If you want my changes I will report them here.

Additionally I took a look at the script that checks computer skill to determine failure or success (p_kor_computer.ncs) and it seems to me unnecessarily convoluted. I made a much simpler version, making sure that if the Player fails, there won't be another chance to do it again (it doesn't make any sense).

I will share anything that may be considered of any interest to K1 CP.

Cheers!

@DarthParametric DarthParametric changed the title [Korriban - Sith Academy] A couple issues with prisoner's position and computer camera Korriban Sith Academy - Prisoner's position and computer camera May 8, 2022
@DarthParametric DarthParametric added Type: Conversation This issue is a DLG-specific bug/error Minor Issue Aesthetic issue or other problem that isn't really a bug Module: Korriban Issue occurs primarily on Korriban Type: Scripting This issue is related specifically to a scripting bug/error labels Jul 22, 2023
@DarthParametric DarthParametric added this to the Targeting v1.10.0 milestone Jul 22, 2023
@DarthParametric DarthParametric changed the title Korriban Sith Academy - Prisoner's position and computer camera Korriban Sith Academy - Mandalorian prisoner interrogation issues Aug 19, 2023
@DarthParametric
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DarthParametric commented Aug 21, 2023

Per this report, apparently there are still some issues.

@Salk73: To debug the conversation not starting, you may want to create an armband that can run arbitrary script commands and pipe the results to the feedback window. Check if the torturer is commandable or not.

@Salk73
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Salk73 commented Aug 21, 2023

I have not yet built an armband for this specific purpose but I did add this to the script:

void CheckCommandable(object oPC, object oTorturer) {
  if (GetCommandable(oTorturer)) {
    SendMessageToPC(oPC, "Torturer is commandable!");
  }
  else {
    SendMessageToPC(oPC, "Torturer is NOT commandable!");
  }
}

...

DelayCommand(0.5, CheckCommandable(oPC, oTorturer));

I tested it several times and in each case (no matter whether the conversation triggered) the torturer was always commandable. I delayed the check to match the exact time the conversation should start. I guess that is not it.

@DarthParametric
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I never encountered a problem with it firing despite numerous trigger enters over the course of two days of development and testing.

You can try editing the trigger OnEnter itself to ping the feedback screen with whether or not it is passing the initial object and local boolean check.

@Salk73
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Salk73 commented Aug 21, 2023

The trigger does fire each time. It's the conversation that does not.

@DarthParametric
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Well I wasn't able to reproduce it on my end. So in the absence of actionable evidence I'm going to conclude this is an issue on your end unless something turns up during beta testing later this year.

@Salk73
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Salk73 commented Aug 21, 2023

Yes, I agree.

If I find out anything at all, I'll let you know.

Thanks for the assistance.

@DarthParametric
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DarthParametric commented Aug 21, 2023

I assume reverting to the vanilla script prevents it failing to initiate? If so, one last thing you can try is switching:

DelayCommand(0.5, AssignCommand(oTorturer, ActionStartConversation(oPC, "", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE)));

back to the vanilla script's:

DelayCommand(0.5, UT_NPC_InitConversation("kor35_torturer", "", OBJECT_INVALID));

albeit with the addition of a delay to cover the party jump.

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Labels
Minor Issue Aesthetic issue or other problem that isn't really a bug Module: Korriban Issue occurs primarily on Korriban Type: Conversation This issue is a DLG-specific bug/error Type: Scripting This issue is related specifically to a scripting bug/error
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