0.95.34 Gate pathfinding bug. Again.
Try to pick up those building materials on the ground infront of Hamut. He'll insist that the gate 30 feet away must be unlocked before he can touch them.
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Slight variant from the topic savegame, it seems quite frequently a character that i'm controlling somehow gets locked to the gate right after it gets closed. So long as it's closed, they can't move, regardless of how far away from the gate they are. Everyone else can move around just fine. If unit A is "glued" to the gate, and unit B can move freely without restraint, telling unit B to pick up Unit A results in Unit B having to run to the gate and open the gate before being able to pick up unit A, unless Unit B is standing right ontop of Unit A.
I think this might have something to do with the pathfinding being interrupted if the gate goes from open to closed while a unit's path has moved through the gate. So long as any character's pathfinding does not rely on the gate while the gate is being toggled, they seem to be ok. It only ever seems to effect characters that i'm controlling myself, but the ones i'm controlling are generally the only ones that pass through the gate in close proximity to when the gate is being opened/closed. Could the change in path availability be somehow glitching out a path that's still being processed, causing this?
This can be easily reproduced frequently (not always), by simply running a character around, opening the gate while they are moving, move the character through the gate and start closing the gate while that character is still moving.
I think this might have something to do with the pathfinding being interrupted if the gate goes from open to closed while a unit's path has moved through the gate. So long as any character's pathfinding does not rely on the gate while the gate is being toggled, they seem to be ok. It only ever seems to effect characters that i'm controlling myself, but the ones i'm controlling are generally the only ones that pass through the gate in close proximity to when the gate is being opened/closed. Could the change in path availability be somehow glitching out a path that's still being processed, causing this?
This can be easily reproduced frequently (not always), by simply running a character around, opening the gate while they are moving, move the character through the gate and start closing the gate while that character is still moving.
- Sol Lignum
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I tried your save, ordered Hamut to pick every single box of building materials around him, and he didn't even jerked once in the direction of a gate.
I fiddled a bit with the gate as well: ordered Hamut and couple other guys to open-close them, moved Hamut further, ordered him to close the opened gate, and closed them manually through UI, while he's been limping to his task, and nothing. He's still perfectly controllable, and doesn't want to mess with gates on his own anyhow.
I also closed the gate while Hamut was supposed to run through them in a moment, when gate was closed he just stood where he were and went aimless, remaining controllable afterwards.
What am i doing wrong?
What seems to be happening is when a character goes through the gate it is somehow missing the trigger to switch to the other region. Then when the gate is closed they think they need to open the gate from the outside to get in which they cant get to. I only managed to reproduce it a couple of times on max speed when the character goes through the gate off screen.
I have added a fallback in the latest version which should hopefully fix the problem. Let me know if it still happens.
I have added a fallback in the latest version which should hopefully fix the problem. Let me know if it still happens.
Its still happening.
When I tell my characters to train strength by carrying around squad members the insist to open the gate even though there path lead them nowhere near.
I am using the stack command function via shift to give them a lot of back and forth movement orders.
When I tell my characters to train strength by carrying around squad members the insist to open the gate even though there path lead them nowhere near.
I am using the stack command function via shift to give them a lot of back and forth movement orders.
The one I fixed was for characters becoming stuck when the gate was closed. If a character is going to open the gate for seemingly no reason then the target object is incorrectly tagged somehow. Is the target inside a building? The fix stuff button in the shift+F12 editor should fix it if this is the case.
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