#[EXPERIMENTAL] Lethal Intelligence + MaskedInvisFix

1 messages · Page 3 of 1

visual cosmos
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it's actually fire

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BUT

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you're only allowed to play it if you know what madness combat it

earnest anvil
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Wait

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Isn't it was 2D game?

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It was all grey

visual cosmos
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the original madness project nexus was 2d

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and on newgrounds

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this one is in 3d

earnest anvil
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YES

visual cosmos
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and on steam

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its technically madness project nexus 2

earnest anvil
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Damn I was looking for the original game

unborn lichen
visual cosmos
unborn lichen
earnest anvil
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Inifinity loading, huh?

unborn lichen
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PSA , use "Copy clean link"

visual cosmos
visual cosmos
unborn lichen
earnest anvil
visual cosmos
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idk

visual cosmos
earnest anvil
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Yeah I guess

unborn lichen
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UP UP DOWN DOWN LEFT RIGHT LEFT RIGHT B A
Requires the literal konami code to be input on the settings window.

unborn lichen
visual cosmos
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ok well like

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ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ

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ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ

unborn lichen
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As per the links themselves, chrome extension unfortunately is your fix.

unborn lichen
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Yes, space bar.

visual cosmos
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yeah im not finna do that

patent swift
unborn lichen
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GAMER

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They took the black guys kissing off their Twitter profile 😦
I will forever remember that Opera logo.

patent swift
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teaser part 1 of the new "apparatus" focus and its follow on "escape" focus (both for Insane only.).. after this video, Insane sends 1 more message (leaving!).. then walks over to the ships lever.. and pulls it.

i would have a part 2.. but i decided while making this video to re-code it a bit and so they decided to not do the last bit correctly.. so teaser part 2 comes shortly (hopefully ;))

visual cosmos
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i have an idea

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when a masked does smth devious they laugh

patent swift
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maybe, although deceiving should never laugh as they are just pretending to be a normal player (well trying to at least)

visual cosmos
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yeag

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what if like

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sicne insane wants to leave right?

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if you actually take it into orbit

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something happens idk

patent swift
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no nav mesh in ship, not going to do that.

visual cosmos
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aw man

patent swift
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if your in the ship as they pull the lever, there is already a risk you will die as the ship leaves... like when a dog is in the ship as it leaves.

visual cosmos
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can they use items yet?

patent swift
patent swift
visual cosmos
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never seen em

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try to check if it's broken

patent swift
# visual cosmos try to check if it's broken

might have stopped working at some point, i dont really have the time to do anything in the next 2 weeks, all i know is, the code tells aggressive to pick up a shovel to kill someone if they have a shotgun, and if there is a shotgun, thats what they want.. but, i havent edited this code.. and aggressive isnt picking up the shovel i put right at their feet.

the grab code for those items though is the OLD broken code, i didnt modify it like the other grab items code, so that maybe why its not working.

visual cosmos
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no like i mean

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all usable items

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but yeah

patent swift
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i just said that it probably stopped working at some point. I didnt mean just the shovel/shotgun.

each item to be "used" requires specific code. there is code for various items, but it is not updated code.

and to be fair the only items that are useable that id want the masked to use.. are really, shovels, knives, shotguns, stun grenades, keys maybe.., horns maybe, and walkie talkies.

they should already be able to use all of them except the knives/keys/horns.. so if they arent.. its broken.

visual cosmos
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ahh eyah

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i dont think they can, all the times i've played they don't seem to wanna use items

dawn quail
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diversity

visual cosmos
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what about it

patent swift
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Released v0.1.3 - the Masked "Insane" Escape Patch (compatible with both v50 and v55, future patches will be v55 only, this will be the last of v50.)
-added MIT License (same as MaskedAIRevamp used)
-added the breakerbox powerboxdoor is now opened before it is used by a masked.
-added "sabotaging the apparatus" to Insane's focuses which then leads to another Focus (Escape), Apparatus focus can only happen after 2pm ingame time as it is the start of a "day ending" event.
-added "escape" focus to insane's focuses, this can only occur if the masked has completed the "Apparatus" focus.
-added variables to Imperium (v0.2.0) visualisers for the masked
-changed ai "update" timing from invoke (heavy reqs, 1 update per 0.1s) to "FixedUpdate" (light, but 1 update per 0.02s) in a bid to reduce fps losses even more.

surreal stump
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is the Masked ignoring you in favor of deceiving you a thing yet? can't really get it to happen with only Stealthy, Cunning and Deceiving personalities enabled

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as in, Masked target and chase me and clients consistently

patent swift
# surreal stump is the Masked ignoring you in favor of deceiving you a thing yet? can't really g...

so.. if it wasnt for a certain method... frankly.. the masked would completely ignore players.. aside from the vanilla code (which has never been disabled), the MaskedAIRevamp code just always overrides the vanilla code, and uses the vanilla code like a baseline.

this certain method does this..
checks the player count.. sets that as "extras" with some modification... depending on the personality.
if (maskedPersonality == Personality.Cunning) { extras = players.Length; } else if (maskedPersonality == Personality.Deceiving) { extras = players.Length * 2; } else if (maskedPersonality == Personality.Stealthy) { extras = players.Length * 4; } else if (maskedPersonality == Personality.Insane) { extras = 2; } else if (maskedPersonality == Personality.Aggressive) { extras = 1; }

gets a random number between 0 and (player count + extras)
int random = UnityEngine.Random.RandomRangeInt(0, players.Length + extras);

if random is above the player count, its not a valid player number.. so.. "dont detect any player", if its under the player count.. then target that player.
if (random >= players.Length) { //target no one.. } else { //target the random player

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the "extras" bit..

if aggressive.. there is a only 1 extra.. so.. if there is 1 player + 1 extra = 50% chance.. as there are more players, the chance of a player being detected increases.
likewise.. insane.. is set to 2.. so.. 33%.. which increases as more players exist.

for cunning.. its always 50%.. because there is an extra for every player.

for deceiving its always 33% chance because 2 extras for every player.

for stealthy, its always 20% chance, because 4 extras for every player.

if thats not leading to them ignoring.. then either this is checked way too much, or the percentages are too high.. do let me know.. as the aim was that deceiving/stealthy are not meant to target players as much xD

surreal stump
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or maybe I'm extremely unlucky

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it is a chance thing after all

patent swift
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no, its probably just its checked too often, with too high of a percent.

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like.. 33% chance.. if thats checked 50 times a second (which it is).. then every second, you will be detected.. guaranteed.

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i probably need to lower that... a lot..

surreal stump
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understandable

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so the actual feature is there, just hindered by such an odd reason

patent swift
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basically, yeah, i thought it was a lot less when i did it, but in hindsight my math was dumb 🙂

surreal stump
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hoping that gets resolved, pairing this with Mirage will bear awesome results!

patent swift
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i thought it was like.. 100% for agressive.
75% for insane
50% for cunning
33% deceiving
20% stealthy

thats wrong.. but also.. clearly with that many checks.. the % is way too high.

patent swift
patent swift
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so just tried a few things.. putting it as 5% chance.. they still detect me instantly.. so i think i need to just make it so they have a timer of how long they detect a player.. before they actually go "hey, i see you"... and so just make the decieving one REALLY long.. same for stealthy.

patent swift
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well ive done some testing... ive made it so they "ignore" me for a long while base off personality.. but they are suddenly staring hardcore.. so............................ yeah, might take longer than today for me to resolve that 🙂

vagrant silo
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ignore as in not attacking right away?
but they still have the code to make them stare at players

patent swift
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yes, im assuming...

before.. i was overriding the staring because they were focused on a player.
now.. im trying to tell them to "ignore" a player, so they are no longer overriding the stare 🙂

idle holly
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Hey! So just read about the new update and was wondering about the "sabotaging the apparatus" feature. Do you have any idea how it will work with facility meltdown?

patent swift
idle holly
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alright, that actually sounds like a really dope combination in that case. Would be cooler if the masked had a visible apparatus in their hands, but i understand

patent swift
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i was saying though before, i think it would be hilarious.. if the masked ATE the apparatus.. and so thier stomach glowed.

idle holly
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hahah saw that. That would be crazy! And the only way to get it back is by killing it?

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Would be cool with other effects aswell. Maybe size him up like Mario eating a mushroom

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or transforming him to a braken or something

patent swift
idle holly
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gotcha gotcha

patent swift
# idle holly or transforming him to a braken or something

that would be an interesting idea.. perhaps.. for another masked.. Insane already has their plan.. but thats a really good idea, maybe i could do something like.. if you turn the lights on too many times, or annoy a certain bracken personality enough... they will eat the apparatus, glow like a christmas tree (there in stopping you from turning the lights on :P) and then maybe after x time of eating the apparatus..they head outside.. and become a giant.. who can hear? O.o

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same could be said for the masked.. masked -> non-deaf giant ? lol

idle holly
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that would be really cool... But sounds almost like a whole new entity

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now i'm just spitballing ideas

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but what about alittle cute blob looking thing, that slowely grows thru out the match

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transforms to different more dangerous things

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At the end it's a giant that that goes outside that even kills robots

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dunno why i thought about this side character from rick and morty

patent swift
idle holly
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yeaaah thats true, and most likely alot easier to develop

patent swift
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oh and maybe.. add a glowy affect to its stomach/mouth 😛

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yeah, ive already fiddled with modifying masked hearing, so adding hearing to giants, i think should be easy.

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the problem will be if they hear from too many sources, they may not know where to go.

idle holly
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Is that so?

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maybe it's determined by the loudest or nearst sound?

patent swift
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well.. think of it like this

if there were 2 of me... and both were shouting at you, one from your east, one from your west.. if you are an AI told to listen for ME and only ME.. you would be like.. looks east looks west * repeats this for all eternity*

idle holly
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aah i see

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that would make it pretty stupid

patent swift
idle holly
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hmmph...

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hmmph alright, that sounds like alittle complicated problem

patent swift
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so like.. i d k.. giants dont attack dogs.. right?

so.. giant hears dog... -> look at dog -> its a dog -> ignore all dog audio afterwards because "its a dog"

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then likewise, a player made noise.. once it hears a player noise, and knows its a player.. they dont ignore it.

idle holly
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gotcha. But if as you say hear multiple sources, does it firstly go to the first source and check or does it just pend back and forth between the multiple sources?

patent swift
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well, how i have the masked going is..

they have a focus (peronality specific activity) or activity (all personalities can do these)... once they have a focus/activity, they are locked on that course.. UNLESS they find a player.. which as discussed above, is supposed to disengage them from their focus/activity at a certain chance based off of their personality.

so id just work it the same way...

if sight/audio found -> check sight, if sight is nothing, check audio, if audio is nothing, continue, if sight is something, chase target (normal), if audio is something, check what audio is.. then perform chase because "you have seen them".. and then "while in a chase.. ignore all audio"

idle holly
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aaah, smart smart

surreal stump
visual cosmos
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yeah i'd like to think masked are like

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cartoony

earnest anvil
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🙂

patent swift
# earnest anvil

lol, on what mod is that? pretty sure in vanilla that dont happen.

earnest anvil
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That's my mod

patent swift
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oh? 😮

earnest anvil
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I'm working on ComplexMaskedAI again

patent swift
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ah

earnest anvil
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But it didn't work well so I think I'm gonna make him just use ladders again

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To go down lol

patent swift
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how are you finding that? im finding the navmesh masks very inconsistent.

earnest anvil
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Finding what?

patent swift
patent swift
# earnest anvil Finding what?

navmesh mask defines spaces where can be walked, not walked, jump, etc. so if your detecting that.. it wont work, happened to me as well, cant make jumping work accurately 😦

earnest anvil
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I use very weird but working method lol

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I just disable AI

patent swift
earnest anvil
patent swift
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ok, you disable AI, and move it without agent.. but how do you know "when" to do this?

earnest anvil
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I just check If the masked

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Is on link

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¯_(ツ)_/¯

patent swift
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that works for climbing im sure, but jumping? 😛

earnest anvil
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I'm going to add jumping rn lol

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I will make it work so dw

patent swift
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well i meant, how are you planning to detect where to jump xD

earnest anvil
earnest anvil
patent swift
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ok.. so you know those gaps in the interior?. where a player must jump accross.

I havent checked they are a link or not tbh.. BUT.... they often have a "jump" mask, sometimes they dont though ;O so i figured the link side of things wasnt present there always either.. i d k

visual cosmos
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oh wait so ur mod isnt on tundastora

earnest anvil
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The ladder system itself I made in 1-2 hours lol

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So jumping shouldn't be a problem

patent swift
# earnest anvil The ladder system itself I made in 1-2 hours lol

well the masked already tend to be told to go to ladder spots, just need the correct animation, i d k, havent looked at climbing yet.. but uh.. yeah, if navmeshlinks exist in all the right places, cool, if its like the jump mask in the navmesh, then, it wont be so easy i think.

earnest anvil
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Yeah

visual cosmos
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wait

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i have an idea

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what if masked can use chat??

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or use emotes from more_emotes

earnest anvil
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lol

visual cosmos
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it woudl be so cool

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kike

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cuz everything can be bypassed by just asking your friend in chat

split tendon
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could this mod cause masked not able to leave facility

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they just stand by the entrance to ther door

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insta death

visual cosmos
patent swift
split tendon
patent swift
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well, will only know with debug logs turned on, or can just tell me the map and ill try look at it myself in 10 days time ;o

vagrant silo
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oh nvm i misunderstood

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didnt see the extra messages below and i thought he was asking that as a feature

surreal stump
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sounds like a more elaborate Stealthy masked

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similar to Bracken waiting for ambushes?

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though Masked make footstep sounds

earnest anvil
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@patent swift #dev-general message

patent swift
earnest anvil
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What ya think?

vagrant silo
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it does look good, but the walk and higher than normal jump is still a give away that it isn’t an actual player
normally you’d expect a short sprint + jump to get across gaps

patent swift
earnest anvil
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Yeah I calculate the jump force, distance between startPos and endPos, center of them and move the masked with some parabolic curves

patent swift
earnest anvil
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nah I don’t want to make jumping more natural

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I like the current one

rough loom
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Wanna keep a eye on both this and yours lol

earnest anvil
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I will create ds thread later

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when it gets released

sudden vault
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how does it work witht he latest version

earnest anvil
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v55?

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I was going to say isn’t it’s on beta 😭

vagrant silo
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v56 (v55) is out on main branch and public

patent swift
visual cosmos
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WAIT OMG

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WHAT IF MASKED COULD USE SPRAY PAINT!?!?

vagrant silo
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sagey, since u have so many great ideas. u should learn to program and make them a reality.

visual cosmos
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err

vagrant silo
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don’t worry sagey, you got this.
u can start your programming journey now!

visual cosmos
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yeah im too dumb

vagrant silo
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naw

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have u even tried learning?

visual cosmos
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no

vagrant silo
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exactly

visual cosmos
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well i meand

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there isd one problems

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i don'tb have abosable thumbs 🙁

vagrant silo
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it’s all good

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if u can type those sentences, then u can program

vagrant silo
#

surely you’ve had game ideas

visual cosmos
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notr realby

vagrant silo
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i don’t think u too dumb. that’s just giving up before actually trying. 😔

vagrant silo
#

hbut it seems u wanna have a lot of ur mod ideas become real tho yeahs

visual cosmos
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am lzey

vagrant silo
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no ur not

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ur sagey perceive

visual cosmos
fallow sun
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btw virus ill probably be doing the thing we talked about after mirage v2's beta test comes out first

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ill figure out interop when the beta test is looking decent

surreal stump
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👀

visual cosmos
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should i let him in?

rough loom
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yes

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He's one of the homies I sware

sudden vault
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any updates?

patent swift
# sudden vault any updates?

🤣 I said last week I'm away for a work trip no access to my pc, so won't be any updates for a while, was working on v55 though so I assume v56 works as well as 55 was.

patent swift
visual cosmos
patent swift
# patent swift i thought it was like.. 100% for agressive. 75% for insane 50% for cunning 33% d...

so returning to this now im back.. even though i havent even slept yet 😄

before i went away i did some changes for this to try getting it working correctly, i assume i didnt finish it as i didnt do an update.. but uh..

updates are every 0.02 seconds

so unless my math is wrong...
cunning would take 10 seconds to "detect" a player in its vision.
deceiving/stealthy would take 200 seconds
insane would take 1 second
aggressive would take 0.1 seconds

which achieves the goal (as long as i can get it working), of certain masked just basically not caring about players. now i just need to remember why i wasnt ready to update 😄

runic lintel
#

Does this mod allow masked to take off ships? Tee hee

earnest anvil
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AYO

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what’s going on to dat car?

visual cosmos
#

lobotmy

earnest anvil
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😭

earnest anvil
#

noway

junior tartan
#

Hey, just found this mod and was interested in trying it but wanted to know if Mirage compatability is happening soon or is it still up in the air? Thanks.

patent swift
# runic lintel Does this mod allow masked to take off ships? Tee hee

Insane has the ability to do so.. if they complete some goals..

basically..

after 2 pm, Insane can break the apparatus.. at which point the game will act like the apparatus has been pulled, but the apparatus is now "SabotagedApparatus" and is unpullable.

once ANY masked has completed this step.. they will go to the ship and if the signaltranslator is owned.. they will send messages of warning (incentive to own a signal translator imho if you dont already use it..)

if you dont own a signal translator, no warning will be given.

once they reach the ship.. they will (no animation...) pull the lever and the ship will leave.

so you have from the time of the apparatus being sabotaged, til the last warning (or til they get to the ship) to kill the masked and prevent this from happening.

Also the setting in the config for the ship lever being pulled has to be set to true (in the past it was set as false by default i think)

patent swift
opaque cypress
#

masked enemies seem to get stuck at the main entrance inside with this mod installed, causing an instant death if someone enters. i recreated the issue with imperium installed and this error shows in console. im not sure if the modded interiors are causing it but this happened on both interiors from scoopys_variety_mod

patent swift
# opaque cypress masked enemies seem to get stuck at the main entrance inside with this mod insta...

which moon? which interior? it seems to be failing where its trying to see if the breaker box is reachable.. which as that check occurs at the start of FixedUpdate, its then failing completely.

Line 473 =
focusDetails = focusStart + "\nBreakerBoxReachable = " + breakerBoxReachable + "\nbreakerBox.isPowerOn = " + breakerBox.isPowerOn;

i would assume there is no breaker box on that interior.. so.. "BUSTED".. i dont use any interiors that dont have a breaker box (afaik) so i couldent test this.

scarlet stirrup
#

Don’t assume the breaker box exists

patent swift
#

the problem may also be, that it EXISTS, but it is so deep within a wall that it breaks everything. seen that before.

scarlet stirrup
#

That can happen in vanilla yeah

patent swift
#

well, looking at my code, if the breaker box didnt exist, this wouldent be reached, so the breaker box exists, in some flawed state somewhow i think.

#

like, its distance can be ascertained, but it has no power switches, or maybe its the better breaker box.. havent actually tested with that yet.

patent swift
scarlet stirrup
#

Breaker boxes can generate in unreachable conditions

patent swift
opaque cypress
undone crown
#

I've tried to search for a error log spam that happens only for players that joined someone else's game. I haven't anyone mentioning it in this thread, so here it goes:

Running on [V50] (Steam Build ID:14074548) due to the fact that VR mod doesn't work on V55 at the moment.

Mod list (Profile code: 0190d7ae-72e7-d01a-9472-d99f611d3156):
LethalIntelligenceExperimental v0.1.3 by VirusTLNR GeneralImprovements v1.2.8 by ShaosilGaming Mirage v1.8.1 by qwbarch BarchLib v1.0.2 by qwbarch NAudio v2.2.2 by Bobbie UniTask v2.5.0 by Bobbie BepInExPack v5.4.2100 by BepInEx LethalCompanyVR v1.2.5 by DaXcess OdinSerializer v2022.11.9 by Lordfirespeed LethalNetworkAPI v2.2.0 by xilophor

Requirements:
2 Players with same mods installed.

Steps to reproduce the error log spam on non-host console:

  1. Start and play game as normal on any moon (apart from Company).
  2. Wait until Masked enemy will spawn and to come out of the facility.
  3. Get within agro range of the masked enemy.
  4. Now the console keeps looping error and warnings very quickly (possibly every frame?):
    [Error :LethalIntelligence] Personality = None???
    [Warning:LethalIntelligence] maskedPersonality = None
    [Warning:LethalIntelligence] SelectPersonalityInt.Value2
    [Warning:LethalIntelligence] No Personality Found => changing personality!
    [Warning:LethalIntelligence] Aggressive is available
    [Warning:LethalIntelligence] Stealthy is available
    [Warning:LethalIntelligence] Cunning is available
    [Warning:LethalIntelligence] Deceiving is available
    [Warning:LethalIntelligence] Insane is available

Potential side effect of Lethal Intelligence is that Masked Enemies will sometimes run, sometimes they'll just walk at a running speed (looks quite unnatural).

Please note that host's console seems to behave fine and assigns the personality without a problem, its only anyone else that joins the host is affected.

patent swift
# undone crown I've tried to search for a error log spam that happens only for players that joi...

you are using 0.1.3 that was compiled for v55.. on v50... ill check the log in a bit, but, i would switch back to 0.1.2 (it wont fix the bug, just saying i cant promise 0.1.3 works on v50, although it should).. the personality = none error should be fixed in 0.1.3 though so I am baffled.. and for me it was only occuring when they spawned, so the fact a personality is not being chosen, is just weird.. will follow the steps though and check.

patent swift
# opaque cypress sure, here you go, full log file and list of mods

hmm..

so this error only seemed to appear on VOW...
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object. Stack trace: LethalIntelligence.Patches.MaskedAIRevamp.MaskedStatusReport () (at ./Patches/MaskedPatches.cs:473) LethalIntelligence.Patches.MaskedAIRevamp.FixedUpdate () (at ./Patches/MaskedPatches.cs:1056)

whats really weird is.. the code triggering the error.. is not even being gone to (or shouldent be) when its going to the main entrance.

this is an example of the report from the log.. im guessing thats SCOOPY's sewer, which i also use.. ill have a check regarding the breaker box on there but i dont think one exists? so im confused.

my best guess as to whats occuring is.. the masked are reaching the main entrance.. -> switching activity/focus -> trying to go breaker box -> failing -> switching back to main entrance -> rinse-repeat.. but you dont see this in the log, because when it switches to the breaker box, it errors. will try to find the issue and fix before 0.1.4, thanks

`===== MaskedStatusReport() Start =====
MaskedID = -186314
MaskedPersonality = Cunning
MaskedFocus = None
MustChangeFocus = False
MaskedActivity (Focus=None) = MainEntrance
MustChangeActivity = False
LateGameChoices = False
Moon = 56 Vow
Interior = SewerFlow
isDead = False

isOutside = False
isInsidePlayerShip = False
heldGrabbable = null
MaskedGoal = going to main entrance

noMoreBreakerBox = True
noMoreTerminal = False
noMoreApparatus = True
noMoreItems = False
notGrabClosestItem = False
===== MaskedStatusReport() End =======`

patent swift
# undone crown I've tried to search for a error log spam that happens only for players that joi...

the problem maybe with LethalNetworkAPI....

[Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.enterTermianlSpecialCodeInt" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.isCrouched" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.dropItem" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.isDancing" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.useWalkie" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.isJumped" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.SelectPersonalityInt" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.maxDanceCount" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.terminalTimeFloat" [Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.delayMaxTime"

those errors appear BEFORE the errors you listed..

this is used to set the personality via networked variable, so, the other players cannot sync the variable due to LethalNetworkAPI not passing the variable on to the client.. so only the host gets the personality....
[Error :LethalNetworkAPI] The client 1 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.SelectPersonalityInt"

#

i have no clue why this error is appearing for you though... ive never seen it happen before xD

#

i just searched LethalNetworkAPI to report it... but, found another mention by Piggy (who did the code for that variable) and the mod they work on now is also having issues, Piggy said to roll back to old version of LethalNetorkAPI

#1196943144009351258 message

#

i also just looked, and there is a newer version of LethalNetworkAPI. it only released yesterday, so maybe a difference in versions?

#

the changelog mentions "The LethalNetworkVariable class
Currently, there is no replacement for this class. If you need to use it immediately, this class still will work but will receive no updates" so i think i need to update this x.x

#

(i should mention, i was playing last night AFTER that update so the error you got, shouldent be occuring)

undone crown
#

Thank you for the info, so I'll play around with versions of LethalNetworkAPI and report back to see if that helps. Also I'd like to mention that I really appreciate your efforts to make masked even more deceiving, I'd like to thank you for that.

patent swift
#

its np, just hope that solving your issue is an easy fix, im worried i have to change everything now 😄 going to post this in the lethalnetworkapi thread because this is weird.

patent swift
opaque cypress
patent swift
patent swift
visual cosmos
undone crown
# patent swift well.. i tried v2.2.0 of LN API and i got the same as you, but i also tried on v...

On my end, it gave me completely different error this time regardless of LN API version (tested 3.0.1, 3.0.0, 2.2.0 and 2.1.7), which is puzzling as I have got exactly same mods as before (used same code). I feel like my LC setup got corrupted or something, I'll need to sort that out before I'll be able to give you any more information, however I'm happy that you've managed to experience same problem, so it can be looked into at some point.

patent swift
patent swift
#

think ive found a fix :), dont think i even need netcode patcher when i was suggested i do.. (unless its already installed but i dont think so)

basically..
public LethalNetworkVariable<int> SelectPersonalityInt = new LethalNetworkVariable<int>("SelectPersonalityInt");
becomes
public NetworkVariable<int> SelectPersonalityInt = new NetworkVariable<int>(); <- can probably shorten this too..

it wasnt working before because im an idiot apparantly.. (so i have NO CLUE how the mod was working originally.. and infact.. LethalNetworkVariable probably still works.. im just an idiot... maybe..

previously.. if (GameNetworkManager.Instance.isHostingGame) was surrounding SETTING the value for personality, as well as reading the value to set the personality.. now its only for setting the value, reading the value.. may bug out the first time (if it does, ill fix it) but its certainly reading it afterwards!

for other things... it was probably fine, but im sure ill have to do some tweaks,.. and no clue why this was all working before and suddenly broke xD

#

^ this is for the "not selecting a personality" bug on clients btw.

vagrant silo
#

dunno if i asked this before
but does all the AI stuff run on host only or does it work similar to vanilla enemy AI where their AI calculations get done by their target’s computer.
(they are running off host until they find a target)

patent swift
# vagrant silo dunno if i asked this before but does all the AI stuff run on host only or does ...

well, i think i answered before that i dont exactly know, if i said otherwise, i was slightly fibbing.

I didnt change the coding for how they worked since masked AI revamp, i thought most of it was done on the host, with some on the client.
I am now finding, its a bit more on the client than previously thought.

the code im changing now, is swinging things a bit more towards the host, but its not much, i probably need to change a lot of things, so it will be on a basis of when i look at it, i change it to be more host ended.

I should clarify, anything that is running on the client, is already running on the host, so the host shouldent see things getting much worse if at all, but when heavier things move to the host, then the clients should have it easier. (wahoo)

vagrant silo
#

ok got it so the host taking the performance hit for the boys
i mean usually the one with the beefiest pc should be host anyway lol

patent swift
patent swift
#

just uploaded **v0.1.4

  • Fixed the bug where clients get an error saying the masked has no personality.**

would have done more, but frankly, unwell so figured id at least get this sorted tonight xD

vagrant silo
#

hope u get better. take care.

visual cosmos
visual cosmos
grim bronze
#

I don't think... that's quite right.

#

did I do something wrong? XD

grim bronze
#

nvm, I got it. Animation overlap borked them.

bronze surge
#

How stable is this mod now? I've been wanting to add this for a while

#

Besides the t posing masked above me

grim bronze
#

^ Nah, ignore that. I forgot to disable Piggy's MaskedOverhaul mod so the animations bugged out. Can't say how stable it is tho, still testing that out myself.

patent swift
#

tbh, i wouldent use MaskedAIRevamp by piggy unless they ever update it, i didnt realise how much was broken in that fil i fixed most of it xD

patent swift
# bronze surge How stable is this mod now? I've been wanting to add this for a while

its playable, bugs may exist, hopefully not game breaking ones, i personally use this in my modpack every week, so i usually notice issues within a week then try to fix them.

as far as i know right now there is no real issues aside from this one..
#1240985198485573743 message
relating to.. breaker boxes not existing properly on interiors (i think), its a bug i have yet to investigate.

i should say though, if my mod is used, generally, if it breaks, the vanilla masked code is there, so the masked will (hopefully) just fall back on that code when things break, thats how ive usually seen it go down when things break, but of course, if something really breaks bad, just let me know and i will look into it and fix it.

bronze surge
#

I see, well then I'll be trying this mod out sometime this week 🥳

vagrant silo
#

any other mods that conflict with this?

grim bronze
#

I really only kept MaskedAIRevamp to remove the weird movement, everything else about it is disabled. If it is stable, I'll have to switch it out this week too.

grim bronze
#

Erm >.> No idea what's goin on here

visual cosmos
#

YO

#

GIVE THEM SOME PRIVACY!

#

DANG

grim bronze
#

Can't find their personalities either, diversity is spamming my logs

visual cosmos
#

ah

#

there's your problemo

#

diversity is brokeno witho updato 55

grim bronze
#

That pathing is a result of diversity? ^^^

#

I know it's broken, but I don't think it causes that, right?

visual cosmos
#

with how badly mods can screw up due to updates

#

maybe

grim bronze
#

;-; I'll have to run MaskedAIRevamp for just a while longer then

young depot
grim bronze
#

It has been for me, but I have every aspect of it disabled aside from the masked movements

young depot
#

Last update was 4 months ago 🤔 tho Piggy is an active modder so i guess it works fine 🤷‍♂️

grim bronze
#

I couldn't find another mod that stops them from giving themselves away by spinning, so I use MaskedAIRevamp and disabled all the "experimental" features

#

It's like, the only stable part of the code XD

young depot
#

I think mirage has that too but i could be wrong - i mostly just mod nowaday, im trying to get back to play the game tho lol

grim bronze
#

I don't recall Mirage having that feature, or atleast not when I was making my pack. I'll have to check, would be nice to cut another mod off the list.

young depot
#

Piggy’s mods are great and if mirage doesnt have that, its good to know piggy’s mod is still working fine

acoustic hill
#

mirage doesn't, general improvements does (when it got the masked features update)

grim bronze
#

general improvements broke my game last time x.x

#

I kept getting sent to... the wall... [E] to interact

#

I've been too scared to try it since lol

#

It was an incompat with corporate restructure I think

young depot
#

GI had an update recently tho that mod has so many frame eating features, didnt peep the latest update yet but i think adding that mod just for that feature is not ideal

#

Its a great mod, it just has many features and some are eating frames

#

^when i mean recently its really like in the last few hours or so

patent swift
patent swift
# grim bronze Erm >.> No idea what's goin on here

in my mod? or was that vanilla? 😛 or maskedAIRevamp? part of my fixes has been solving issues like these... if they were queuing up trying to walk into a wall, then its because they couldent reach what they were after.

in my mod in normal play, this shouldent be an issue 99% of the time, the only existing potential issue is with the breaker box (which has been mentioned recently xD) because the breaker box sometimes spawns inside the void in the walls, so they cant reach it.

patent swift
patent swift
patent swift
# vagrant silo any other mods that conflict with this?

afaik, the only ones that would likely conflict atm, is GeneralImprovements, and MaskedAIRevamp.. simply because of the map icon rotation fix, and obviously in masked AI revamps case, it conflicts with every part of the code as they both alter the masked's AI.

in the future.. any AI i tamper with.. will likely mean other mods tampering with the same AI's will also break that mod and this mod.

patent swift
# grim bronze It was an incompat with corporate restructure I think

corporate restructure is old. i used to use that, i now use open monitors, and for the same reason i avoided GI before, GI sticks its fingers in too many pies for my liking xD and now i work on my mod so i prefer open monitors even though i know general improvements does a lot of what i like anyway lol

visual cosmos
molten merlin
visual cosmos
molten merlin
visual cosmos
grim bronze
#

I'll keep running the mod to see whether or not LI causes that wall glitch again, see what I can find

patent swift
# grim bronze Not personalities from your mod, my log was just getting spammed by Diversity er...

oh, misunderstood. and yeah, the same feature is in my mod, as i say my mod is basically like a FORK (eventually an expansion) of MaskedAIRevamp, so nothing has been removed xD

as i say, the wall glitch is because of things out of my control being spawned inside the walls, tried to mitigate it by going "its not accessible so dont do that", which masked AI revamp didnt really do, but for some reason the game still goes "it exists" and so that may occur, as i say, the big one is the breaker box.. amount of times ive teleported to the breaker and its literally just behind a wall you can access, but out of reach (in terms of what ive coded) is irritating xD so i need to find a solution for that, but its hard when 99% of the time it spawns in fine 😛

warm umbra
#

how stable is this mod?

grim bronze
# warm umbra how stable is this mod?

Stable enough for some peeps to just run with it, so pretty good. Mod creator's had it in their pack for weeks without series cause for concern and I've been able to run it in a 200+ pack without compat issues. I'd say it's worth atleast a trial run if you're interested.

warm umbra
#

cool

jagged comet
#

is there any ai behavior that makes masked to run only (without stopping or walking)?

patent swift
jagged comet
patent swift
#

what i will say is.. a "serial killer" style masked did run through my mind (higher hp, always runs)

jagged comet
#

Imagine the panic you would have when this type of mimic chase you outside

jagged comet
#

In my opinion of course

patent swift
#

well when i say high hp, i mean, when they die.. they dont die, they come back alive... like a bone koopa in mario.

#

and like serial killers in movies..

#

but.. their run slower than normal, but they always run. + would need something to balance them

#

like they make a noise when near to let you know they exist or something.. i d k

jagged comet
#

Sounds like a Jason Voorhess mod if there's any

patent swift
visual cosmos
warm umbra
#

We saw one mimic the other day. It kinda just ignored my friend and stood by the entrance, staring at the door frozen. When my friend tried to leave he immediately got grabbed by it

#

Instantly

#

Either it was a coincidence that they left at the exact same time or something happened and it was waiting for him to leave

patent swift
warm umbra
#

Is there a way to find the logs? its been more than a day

patent swift
#

usually have back them up the day you play. it is usually set to overwrite.

warm umbra
#

rip

vagrant silo
#

if u got async loggers then u prob still got them logs

#

async loggers keeps past logs in a sqlite file

patent swift
#

^ forgot about that.

warm umbra
#

Will there be compatibility added for Problematic Pilotry?

warm umbra
#

Also sometimes the Masked wouldn't kill us

#

they would walk inside of my teammates and do nothing

#

where would the log be stored?

vagrant silo
#

if u have async loggers, u can find it

wind holly
#

Masks seem to be having issues

#

Or dogs?

vagrant silo
#

could also be an issue with the interior

#

ive had that exact error spam on a specific seed with lc_office interior

#

apparently from what i heard from mod devs, certain seeds will cause error

#

i’m not saying i know this is the exact cause of your problem, but rather a possibility

#

hopefully virus has some ideas on what’s going on

patent swift
#

All errors for this mod will be prefixed with LethalIntelligence as part of the log message..

Those errors look more related to vanilla..

Like sure.. I use set destination, as I'm sure most enemies do, but as someone says it sounds more like something is breaking vanilla, there in causing set destination to not work.

Also must apologise.. really rammed at work atm, so haven't looked at working on this in over a week x.x

patent swift
# warm umbra they would walk inside of my teammates and do nothing

That may be an issue with stealthy.

I've also seen that before.

They stare at you, walk around you, but don't kill you, I think it's an issue related to stealthy trying to run away, but there is conflicted code leading to them not running away but also not killing you. I rarely see it so haven't looked at fixing it.

patent swift
# warm umbra Will there be compatibility added for Problematic Pilotry?

Never heard of the mod.

Being honest, when I use a mod, I have an interest to make that mod compatible with mine.

For anything else.. if I am told there is an incompatibility, I'm happy to try to fix said issue, but I'm not going to proactively fix something that I don't know is broken, so is there some incompatibility with that mod? Or are you just asking if they work together?

twin epoch
warm umbra
#

idk man

#

I have yet to see a Masked get into the ship without us teleporting it in

twin epoch
#

Weird, I guess it could happen if virus is caching positions of things on the ship very early? They should still have a navmeshpath to follow otherwise

warm umbra
#

Well I can test it out

patent swift
warm umbra
#

I've seen it happen often. I think its just something to do with Problematic really

patent swift
#

I meant, with the mods I run, I also don't see them get to the ship that often xD but glad to see others seeing the masked get to the ship 🙂

wind holly
#

I used to see them in the ship all the time until recently

patent swift
warm umbra
#

You and the author of Lethal Internship should totally work together

#

I feel like a lot of the features in that mod can be transferred here to make the Masked much more convincing

vagrant silo
warm umbra
#

oh wrong mod name whoops

vagrant silo
#

virus is gonna work together with himself

#

😎

#

so lethal internship is bot players?

twin epoch
#

kinda yeah

opaque cypress
patent swift
patent swift
# warm umbra You and the author of Lethal Internship should totally work together

🤣 I am not sure there is interest there to work together. I certainly have not received any suggestion to do that from them and I have not sent a suggestion.

What I will say though is, I have been looking at their code to get a better understanding of how to do some things better myself.

My problem at the moment is a lack of time.

I've gone from a work trip, to getting home, to being given 1 project, now 2 projects, so my day time is suddenly very little free time :3

warm umbra
#

Understandable. Work should come before this

patent swift
#

Updated to v0.1.5 - Hotfix
Potentially fixes the masked getting stuck at the main entrance on modded moons (i beleive due to a null reference exception, we shall see.)

patent swift
# warm umbra Understandable. Work should come before this

sadly, yes, hopefully after next week i have a lot more time, but its all swings and roundabouts, months ago i was sitting around pulling my hair out wishing i had more to do, which is why i started working on this xD oh how times change, but i will have more free time eventually.

warm umbra
#

Such is life

warm umbra
patent swift
#

but in vanilla its far less likely (you would assume) because zeekers puts all the things into thier interiors/exteriors

patent swift
#

did a recompile for v60, seems to be no issues,but havent played with v60, or officially updated it to v60, just thought id let people know it seems to compile. do let me know if you have issues with v60 though. will try to do an update sooner than later and compile with v60 for that update.

warm umbra
#

awesome

charred mirage
#

i play with my friend on v61 rn and masks work but idk if the ai from your mod applies

patent swift
#

OK here is an example, took me a while to find one lmao.

[11:28:27.5770726] [Info :LethalIntelligence] Masked '-224502' personality changed to 'Deceiving'

grim bronze
#

Just a random suggestion, but... I think it'd be funny if we had a configurable chance for masked to spawn with specified items. It'd help further disguise Masked if they carried flashlights or enabled aggressive AI by giving them shotguns & shovels.

charred mirage
#

is it possible that this mod causes masked enemies to be invisible and not able to hurt you? they are only floating flashlights and walkies

opaque cypress
#

i was testing this mod with some friends and it still seems like masked cant go through doors sadly, not sure if thats cause of the new lethal update

left raft
opaque cypress
#

i meant just the main entrance yeah, they go through regular doors fine

#

whenever they attempt to go through main they will just instantly turn around and go to the breaker box, theyll get into this loop of going to the breaker box then to the entrance

patent swift
patent swift
patent swift
visual cosmos
patent swift
patent swift
#

I think in the case of the walkies it's because they see the player who is dropping them, but I d k, I last tried before I fixed the logic, it was part of why I fixed all the logic

grim bronze
#

could help them better blend in, utilize code their AIs specialize in, or have some masked act as loot pinatas

patent swift
# opaque cypress whenever they attempt to go through main they will just instantly turn around an...

OK that's a different issue.

I need to work on the tps by setting them a destination o the other side before they change focus/activity, the problem atm is (now its working again) is they get there, and either before they go through, or after they go through, they believe they didn't go through, so do something as if they haven't, when they should be making a decision based off the fact they should go through the door tp.

grim bronze
#

It could be an opt in/opt out like the insane one pulling the ship to leave

opaque cypress
patent swift
#

I've put a check on a lot of things to see if they exist.. etc, but I guess something maybe bugging, or it may n
Just be as I said they ain't going out and recognising they are out.

#

It should be like...

Breaker -> main -> ship -> main -> breaker/apparatus -> main

A nice loop.

If the interior has no apparatus or breaker, then, I guess they will stand inside the main entrance, lmao. I guess I need an "idle" activity.

patent swift
# grim bronze could help them better blend in, utilize code their AIs specialize in, or have s...

I can see the merit in that.

Like

Aggressive with a shotgun (or shovel)
Insane with a knife

But it would end there as their inventories are 1 space, and as I think I said, other mods tamper with looks.

Deciving moves items
Cunning moves items
Stealthy has no wish for items, I guess, I could create an item.. called "invisibility cloak" that when worn, makes stealthy go invisible with a pop, and he then only takes it off for 5 seconds every 25 seconds. Or something, but if you kill stealthy.. then you would get his invisibility cloak.

Or maybe it could just be a collab with drama mask, so, the stealthy masked actually wears a masked item? Lol

So with mirage.. whi h removes the masked.. stealthy actually disguised themselves in a drama mask to "hide" from the players?

grim bronze
#

I think stealthy holding a drama mask to their face would be pretty funny XD

#

Anyways, just wanted to clarify that suggestion ^ I'm always looking for ways to make interiors more uniquely challenging in some manner, but always the modder's call at the end of the day.

patent swift
#

No I mean like, masked already get a flashlight when they mimic players. Etc. It's just limited (ie they don't get a shovel)

#

Oh misread what you were replying to.

Yeah, custom suits or even vanilla suits, the fact it's invisible suggests whatever didn't load properly.

I use more suits and I rarely see it not loading but my group mostly use the same suit.

#

But it could be like a mask cosmetic not loading causing the whole thing to not load, as my group use a lot of different masks.

opaque cypress
patent swift
#

Ie, main entrance and breaker for example.

#

Cause the fix I did in the last version fixed an exception causing them to stop dead at the main entrance.

If they are moving, then that is at least fixed.

So if I "force them" to go to a point on the other side of the main entrance tp, before changing what they are doing, then hopefully. That fixes all.

opaque cypress
#

tbh ive seen both, i think before v60 they would go to the entrance, instantly turn around and head towards the breaker box. this time they seemed to be dead stopping at the main entrance again

patent swift
#

Well then I defo need a log, or I need to jump on that interior myself xD

opaque cypress
#

yee, ill send a log once i can do some testing in a bit

opaque cypress
#

heres a log, im honestly getting mixed results, at first they were just getting completely stuck at the main entrance, then after landing again it just fixed itself and they started to loop from the breaker box back to the main entrance. i swear i didnt change anything xD

left raft
#

For me it was on Vow with the new v60 interior

patent swift
# opaque cypress heres a log, im honestly getting mixed results, at first they were just getting ...

OK, well, I'm on my phone so I may have to look at it tomorrow, but uh, first 2 masked spawned...

#1 was aggressive, focused on ITEMS... then died.

#2 was stealthy and went to main entrance then breaker box.

So if the first one stopped still.. then I guess the masked focusing on items is the problem now, if there is more to it, I will look at the logs properly either way tomorrow... but does that sound like what happened?

#

Video seems like it's from a bit of log I didn't view yet xD (based off how the masked was moving.)

If they changed focus to go to the breaker again from the main entrance.. they wouldn't instantly turn back.

Without knowing what part of the log was for that bit of video, I feel like that may have been down to a bug I experience with imperium atm, where, the masked can actually see players (when they are invisible).. which would lead to a reaction being triggered from the masked seeing the player.. but yeah I'll have to have a full look at the log tomorrow when I'm on my pc. Thanks 🙂

opaque cypress
# patent swift OK, well, I'm on my phone so I may have to look at it tomorrow, but uh, first 2 ...

neither #1 or #2 stopped, they both just turned around at the entrance. i restarted my game at a random point while testing and suddenly they werent getting stuck anymore, i tried restarting the game a few times and just couldnt replicate them getting stuck for some reason, its so strange. so i couldnt get a log for them getting stuck sadly. but what would show in the logs when they did get stuck was just the masked switching their objective to the breaker box, it wouldnt throw any errors or anything.

the video is from the second time i landed, both masked were spawned as deceiving. sorry i couldnt do more but i just could not replicate it lol. imperium could be the cause, ive seen masked look at me while being invisible before. imperium has a new option that makes it so enemies cant target the player at all, which i had on, but maybe it doesnt fully work.

next time i play ill just have to leave debug mode on, im sure itll show up again xD

patent swift
# opaque cypress neither #1 or #2 stopped, they both just turned around at the entrance. i restar...

Well, if they decided that going to the breaker box was their activity.. but.. the breaker box wasn't actually reachable, they would usually shuffle towards the breaker box. So this may be what you were seeing.

When I say getting stuck, I mean standing at the main entrance staring at it unmoving.. and what will usually occur is an error spammed in the logs for an exception.. and the one exception I knew of should now not happen.

So yeah just sounds like the path is blocked somehow.

In normal play they would see you and forget all about what they can't route to, but I understand if they don't see you, they would just stand there.

I think what I will do is I will add in an "idle" activity, then when selecting focus or activity.. run a check on the path somehow for things that would block it. I thought id put enough in place regarding this but apparently not. Lol

charred mirage
#

is it your mod that could be causing masks to camp on doors? you just cant enter cause they will just stay in front of the door inside @patent swift

patent swift
patent swift
# opaque cypress heres a log, im honestly getting mixed results, at first they were just getting ...

so going back to this.

all the ones spawned on experimentation/facility seemed to work as expected except maybe aggressive, they were focused on just items, which maybe an issue, i d k, i will have to look.

on March/Skaarj,

this error occured.. ill have to look and see why this popped up in logs.. as i dont recognise where this has come from lmao
[Error :LethalIntelligence] isOpen

EDIT: it is a log referring to the breaker box door being opened, ive removed that for the next update, its not actually an ERROR... so thats an oopsy by me.

but yeah, everything in that log suggests they were working fine otherwise, aside from maybe aggressive being focused on items the while time.... i think i need to look at that, but yeah if you put debug on, it shouldent be a performance hit of any sort, but it will give info needed 🙂

maybe i should turn that on by default and say "turn off if you are getting performance issues" xD

opaque cypress
#

yea i didnt notice anything wrong on march besides them not being able to go through the entrance, ill make sure to update you when it happens again

i just really want to see a masked make it to the ship lol, they barely even do it in vanilla because they just lose focus and turn around

patent swift
opaque cypress
#

welp it happened again xD, at the end of this log, a masked got stuck at the main entrance and was throwing errors

patent swift
#

[Warning:LethalIntelligence] MaskedStatusReport has failed to write... System.NullReferenceException: Object reference not set to an instance of an object. at LethalIntelligence.Patches.MaskedAIRevamp.MaskedStatusReport () [0x001c0] in ./Patches/MaskedPatches.cs:477

this isnt actually an error, its a message reporting the error after ive caught it.

the error making the masked stay at the main entrance was this exception, i caught this exception so that doesnt cause it anymore. (its in relation to the breaker box), but it may just be that there is another issue xD, i will look at this later this evening when i get off work 🙂 thanks!

patent swift
#

ok, in theory, i may know why the masked are camping at the door... cant be sure.. but i have found an issue i need to fix 🙂

so, what im seeing at the end of the log is..

Masked Aggressive spawns.. i think they then go to X (Main Entrance/BreakerBox/Apparatus because they are inside usually)
after going to X.. they change focus.. and as Items is their only other possible focus.. they choose items.... (they can also choose players, but, it seems they wander into items first every time)

ITEMS (for aggressive) isnt coded correctly (whoops, although to be fair, ive spent like 1% of my time on aggressive.. xD

so they focus on "items", which for "aggressive" means, they locate a shotgun.. if a shotgun doesnt exist.. they should change focus.. but i failed to put that code in.. so.. they get stuck in "items" (because their is no shotgun to find, and there is no exit)... and i think thats causing them to do nothing... in theory.. that shouldent occur, but apparantly.. that maybe occuring.

I havent tested this yet, but at least its something i can see is wrong, and so hopefully fix it.

beyond that.. looking at my coding.. i check to see if the breaker box exists.. and if it doesnt.. i catch THAT exception.. so i dont get why then later, the same error popped up (which i then coded another catch for)... so i think i need to look deeper into whats going on there.

I think though, once both those issues are fixed, masked should stop breaking.

either way.. one log file, told me much about what was wrong 🙂 thanks for sending it!

opaque cypress
#

im glad i could help c: it might of been aiming for a shotgun that was on the ship, we did kill a nutcracker earlier

patent swift
opaque cypress
#

ah alright, yeah ill turn aggressive off for now

surreal stump
#

so Stealthy and Cunning should be alright to have then? 🤔

#

*and Deceiving

heady rain
#

It would be crazy if they could teleport people

#

They should also all probably have less stamina tbh

patent swift
#

but i also had a masked standing at the front door last night, so i will have to check the logs from that 😛

#

(i left aggressive turned on though ;o)

surreal stump
#

oh thanks for the response, but I tested the Cunning and Stealthy masked on Experimentation like an hour ago, and they were stuck at main as well...

patent swift
#

oh really? :S

surreal stump
#

turned off the breaker box all fine (was monitoring their status reports in console) and then they stayed infront of Main inside

patent swift
#

ok then.. well.. shit, going to try and look at it now as i finally have time, but this is sounding like an issue caused by something not showing up in logs.. lol

surreal stump
#

right, no errors showed up

patent swift
#

yeah, it seems like when their only option to go through the main entrance.... they just cant.

#

so it probably affects all masked, ill look into it.

#

vanilla masked arent much better, lmfao..

spawned 20 masked just to see if any go outside in vanilla.. but all of them ended up in a dead end doing nothing :/

#

spawned outdoors.. they operate fine, so im guessing its something with the main entrance itself, ill keep looking into it.

patent swift
#

update 0.1.6 (Fixing Entrances/Exits + Implementing FireExit usage) uploaded

  • Masked can now use fire exits,

  • Masked getting stuck at the entrances/exits should now be fixed. If a masked has recently used an entrance/exit, they will now either.. do something else, or wait a short period and do some idle actions while they wait.

  • an extra note i didnt put in the change log, in 0.1.6 "debug mode" is defaulted to on, feel free to regen config, or turn it on yourself, very helpful for helping me fix issues if your logs contain what debug mode provides, if your getting fps issues, feel free to turn it off, but it doesnt really cause any lag 🙂

sorry it took so long, hopefully everything works now 🙂

opaque cypress
#

cant wait to try it out later

surreal stump
#

same, sleep time for my timezone now though

limber shard
#

i kinda forgot, so i should prob ask

#

is the mod stable enough to use?

#

or is it like super in testing will most likely destroy your modpack and your computer's motherboard via collateral damage

opaque cypress
#

its pretty stable, there was a recent issue where maskeds couldnt go outside and sometimes got stuck at the main entrance but thats been fixed with the latest update. i used it in my modpack today and everything works just fine

limber shard
#

OKAY yeah i just got jumpscared by a masked taking the mines elevator

#

it def works

left raft
#

And if possible, a way to make them look more human (take items, etc)

patent swift
patent swift
patent swift
# left raft It's working! 🫡 Now I really really need to see a mask pull the ships lever lma...

It's not as fancy as you could hope. They lever pulls by itself, and the mask flies out of the ship 🙂 no hand movement or anything.

The biggest "beautiful" part is when the masked flies out of the ship, catches your last player as they walk in from the ledge.. and kills them before the ship has taken off 🙂

I may try to fix that so they stay in the ship for take off at the lever, but that's not a priority right now, especially as my time is so limited.

left raft
patent swift
patent swift
left raft
#

Ohh ok so that's why I never saw that

patent swift
#

basically.. after 2pm, apparatus is broken.
once broken, they head to the ship (insane, and only the insane who completed breaking the apparatus)
once they reach the ship, the insane who broke the apparatus, will send 10 worryingly weird messages using the signal translator (or something like that)
once they do the last one, which is like "sorry".. they leave.

#

yeah, being honest, the ship leaving is probably going to be a very rare event..

masked tend to die quickly once seen... so plenty of opportunity for this all to be stopped even before 2pm. + the masked may not be an "insane" in the first place.

left raft
#

That's seems extremely funny, too bad it's rare...

patent swift
#

if it wasnt rare, it wouldent be fun 🙂 its all about the shock "wtf? why did you leave me... OH.. that damn masked!"

left raft
#

Truuue

#

But maybe it's a little "too much" rare

patent swift
#

maybe, but, there isnt a way around that, unless i seperate the ship leaving from the apparatus.

left raft
#

I used your mod since the "virus" name fix update and I still need to see one in action

patent swift
#

the problem is then.. you get masked taking the ship away at 2pm

left raft
#

Maybe you can add this as a config? (false by default)

#

Idk just proposing stuff

left raft
patent swift
#

maybe, but this goes back to me adding configs upon configs.

id much rather find a happy balance.

maybe ill change the apparatus to a "mid game" event (after 2pm).. and the ship leaving to a "late game" event (after 5pm)

the thing i see though is.. if i dont give enough warning to the masked leaving, its not fun, but i do agree, it would be nice for them to actually have a chance to leave... which, is very slim (unless the update making it so the fire exits can be used changes things? we shall see on that score)

left raft
#

Yeah you're right

patent swift
#

one thing i was thinking though, was, masked have a "ship interest" rating, i should factor that in to their decisions really.. so once they go past a certain number.. they should focus on the apparatus and leaving events.

#

cause i dont know what happens in a normal game tbh for this event (ive never seen it either in a normal game), but, after pulling the apparatus, i assume, the masked would get intercepted at some point, because of people traffic..

leading to the masked not making it to the ship.. which is why i hope the fire exits being usable now, helps the situation, especially on less familiar moons with more fire exits.

left raft
#

Same thing lmao, I hope the same 🗿

patent swift
# left raft But as you said, it's not your priority so yeah, take your time

its not my priority due to limited time mainly.

like i fixed the door issue, because it was completely broken xD but i just luckily had a bank holiday weekend this weekend, or i couldent even have done that.

if its still rare in a few weeks, ill look into changing it though, its not a big change afaik.

but my very limited time is being spent on syncing everything.. because as of the moment, a masked can end up doing something different on 2 different players screens at the same time, and thats not good..but a lot of work is required for that.. xD

left raft
#

I didn't even know that 🫢how can they do different things for other players??

#

Like on one player screen he walks and on another he goes to the terminal? I don't think I understand

#

But in any case yeah it's way more important to fix that

patent swift
# left raft I didn't even know that 🫢how can they do different things for other players??

its rare... their choices are based off the time they make them, as well as other things. so.. they should make the same decisions.. but desync is a thing, and the variables are not synced.

a key variable not synced is the choice to "run" or not... if the stamina value gets desynced, then they will run on one persons screen, and walk on another, which may look janky as f.

likewise.. i add in "chances" for players being spotted.. so if the player is seen by a masked, they are seen on THEIR screen, but on others screen it looks weird... because the game hasnt registered that the masked has noticed them.. and instead noticed someone else for example

also.. at the core..

the personality is synced.. but the focus/activity is not.. i dont think this is an issue.. but, really it should all be synced from hosts to clients.

#

not implementing them anytime soon (if ever), but had some ideas this morning so i thought id write them down for discussion.

dont know if anyone can view the link (and id rather feedback on github tbh), but wrote them below too.. i think if all were implemented, it would be equal in positive and negative... the "normal" variants from vanilla, would also be a variant.. these would just be extras... and ngl, i never thought id be thinking about improving/changing bees.. lmao.
https://github.com/VirusTLNR/LethalIntelligence/discussions/5

just some ideas i wanted to save..
HIVE BEES
1 - nomads -> once you pick up their hive, they no longer want their hive and always roam patrolling the area around where their hive is moved to.

2 - aggressive -> once you pick up their hive, the bee swarm "splits" (well, it would duplicate the swarm).. the swarm on the hive would be half as strong as before (the minimum damage they could do is 1, if you pick them off the hive when they do 1 damage, the hive bees would no longer exist.. they would just become roaming bees)..

3 - jealous -> if you pick up their hive and drop it, if they find the hive again, they will destroy it and then promptly die... no one is allowed their hive if they cant have it.. and if they cant have it, they will surely die in sadness and jealousy.

4 - heartbroken -> you took their hive.. so they cling to you for dear life.. they see you as their hive now... they dont damage you.. but do damage anything else that comes close (including other players and enemies at a higher damage rate)... they also BUZZ.. and enemies that attack by HEARING you will attack you

5 - passive -> when you take their hive, they turn into roaming locust (or just die, or cant attack, i d k)

BUTLER BEES
1 - heartbroken -> they make you their hive, they protect you and damage anyone else (enemy/player), but they make noise, making you a target for enemies who target by sound.

2 - jealous -> they stalk the knife of their butler, protecting it... if a player takes the knife, they will be hounded by the butler bees as the butler bees consider the knife to be their "hive".

3 - man eater -> the bees turn into a triggered maneater after 30s of roaming?

4 - passive -> the bees dont attack anyone

feel free to discuss.. 🙂

left raft
left raft
#

With this, you can also add some stupid things like having a hoarding bug being designate as a king and others would pick up scraps for him

patent swift
patent swift
#

like they do 2 damage instead of whatever it is now? 10?

#

oh i see what your saying, like.. hive gets taken, so bees move in with another hive sort of thing..

left raft
#

Yeah, and also it's not necessary for them to wait a player interaction
Like if this mod is supposed to give mobs new Ai features, I think having them to do things by themselves is also really cool
This is why I suggested that they could start moving to other hives even if players didn't pick any hives

#

But yeah that's pretty much just a random suggestion

acoustic hill
patent swift
patent swift
opaque cypress
#

i guess this explains why maskeds couldnt exit the facility before you fixed it, they litteraly cant in vanilla anymore xD

vagrant silo
#

😮

#

no wonder

patent swift
#

lmfao x.x

patent swift
#

and now ive made the changes ive made, i guess i also need to prevent the vanilla exit/entry from occuring anymore... brill.

#

...which then also means i probably need to then re-fix elevators on that interior.. even more brill.. x.x

patent swift
#

well.. some good news.. 1a3 patched the masked using exits (in LethalFixes), their patch doesnt seem to interfere with my fix.. so, i assume i wont need to fix anything, whether zeekers fixes anything or not.

opaque cypress
#

thats good :) ive been using lethal fixes and didnt notice anything wrong

hot flicker
patent swift
hot flicker
patent swift
# hot flicker v62

hmm..

well, i dont think these are an issue.. i dont even understand why that is reporting them, they are exceptions I purposefully catch because they cause issues.
Source: ./Patches/MaskedPatches.cs:844,25
try { if (NavMesh.SamplePosition(breakerBox.transform.position, out hitBreaker, 3.0f, -1)) { ....stuff here for calulating needed information for the breaker box. } } catch (NullReferenceException nre) { Plugin.mls.LogDebug("BreakerBox NullReferenceException() Caught!\n" + nre.Message); breakerBoxReachable = false; noMoreBreakerBox = true; } catch (Exception e) { Plugin.mls.LogDebug("BreakerBox Exception() Caught!\n" + e.Message); breakerBoxReachable = false; noMoreBreakerBox = true; }

this one is the same for the apparatus... same layout.. exception is caught when it occurs.
Source: ./Patches/MaskedPatches.cs:806,25
if (NavMesh.SamplePosition(apparatus.transform.position, out hitApparatus, 3.0f, -1))

#

im guessing what you are using.. just reports exceptions... even if they are already caught.

hot flicker
patent swift
#

also, regarding the errors themselves. the options i had were..

1 - create the object myself if it doesnt exist, and placing it myself, when it normally wouldent exist so has nowhere to exist really..
2 - if it doesnt exist, catch the error, and tell the rest of my code to never even think about it (because it doesnt exist).

i chose the second option, but it does effectivly leave some exceptions in there i cant get rid of.. i can only catch them, i guess i could check if they are null tbh..., when i do the recompile and update for v64, ill see if i can stop the errors from occuring period, pretty sure i tried to before though and it wasnt having it. lol

hot flicker
patent swift
# hot flicker If it's an error that is a non error I'll be able to filter it out of the consol...

might be wise, but, I only know about errors being reported to me, either way, ive thought about it, and ive already added in a null check, I am pretty sure i did so before as well, but at least on this area of code, I didnt, maybe when i rewrote a lot, i forgot.. oops.. so ill try uda myself with the code, and when v64 releases, ill update with that as a fix (assuming it works, i guess when i wrote the code I imagined catching the error was enough of a fix at the time.

patent swift
#

i think i solved it popping up in uda, so shouldent happen (at least for those errors) from 0.1.7 onwards.

hot flicker
#

Now all you have to do is wait for the official release of v64 to break something else :)

patent swift
hot flicker
#

Funny side effect of your mod not being integrated with mirage yet is I now have masked moving while emoting trough toomanyemotes, that has killed a lot of people after I added LI

patent swift
# hot flicker lmao, I mean hopefully we'll have masked carrying scrap and tools one day, as th...

well.. thats "doable". but the problem is "context".

if i made masked carry scrap.. then.. they will walk to the ship, and you will kill them, and you will get a free scrap item... but... maybe i can integrate fake scrap...so.. every masked has the ability to act like they are holding scrap.. when they have nothing.. so when they die.. they drop nothing.. the scrap just "vanishes" when they go to attack.

#

i should add.. some masked DO carry scrap.. but only in certain context.

hot flicker
hot flicker
#

I have not had it happen yet as I rarely use that item

#

and during testing I don't think I have had items for cunning

#

I recently removed #1269100547147829298 due to multiple bugs with other mods so hopefully I get to see it in action now

patent swift
patent swift
# hot flicker I have not seen that

Cunning takes items from the ship.. Deceiving brings items to the ship... or should.

in testing, it works, or worked.. in practice (actual game play), i cant confirm its occuring, i think they often get killed before choosing to do that.

#

also, masked rarely make it to the ship, they usually run into players before they do, no real way to avoid that, players will be players, haha.

hot flicker
#

I mean they kill players a lot allready, although those players don't play a lot of lethal

patent swift
warm umbra
#

Maybe certain masked should run away when they get smacked

patent swift
left raft
#

Yeah that's a good idea
And your idea of fake scrap is also a good one, just like the feature of masked (rarely) using the ship's lever, I never saw one holding scraps

#

This is why if a solution can be implemented, I think the best would be to add a behavior where they would ignore the players
If they are on a mission (go to ship, go to apparatus, search scraps,...) they could avoid stopping and looking at players along the way to make it more believable that they are not masked, even if they are

#

This choice of ignoring players should be random tho, otherwise its way too easy to spot them

vagrant silo
#

if they have fake scrap, ur gonna have to mimic weight on them too

#

atm what features are u actively working on?

patent swift
# left raft This is why if a solution can be implemented, I think the best would be to add a...

well the intention is, that certain masked (deceiving) ignore you for longer, while others (aggressive and insane) target you the moment they see you almost.

i dont know if this is working in practice, as its hard to know WHICH masked you are seeing.. etc, but i likely need to tweak the settings further.

so.. the masked already "ignore" players when doing an activity... but there is a trigger point where they go "player player player kill kill kill"..

i just need to set the bar for that trigger point incredibly high for stealthy/deceiving, but not too high 🙂

patent swift
# vagrant silo atm what features are u actively working on?

nothing tbh, work has me quite busy rn, if there is something to fix, i will try to fix it asap. otherwise im working on the syncing...

basically focus/activity/running isnt synced, nor is the "state" of the body, and i dont think picking up items either, leading to the host potentially seeing different things to the clients. I want to resolve this, before I add more, but yeah, work being so busy, time is less.

#

then the other thing i planned to continue working on, was the jumping accross gaps, and climbing of ladders, etc.

#

i have these things stashed for working on "later", had some of them a while (as can be shown by the dates..)

only ones i know for sure what they are (until i open them) is

red = syncing fixes
blue = jumping over the gap, i fixed the animation already, its more the code implementation needs finishing.
green = working on some bracken ideas i was thinking about.

i think the rest are already implemented, but, as i say, no clue whats what til i open them, haha

left raft
patent swift
# patent swift well the intention is, that certain masked (deceiving) ignore you for longer, wh...

was having another thought regarding this.

currently its a "timed activation", with certain masked taking much longer to be triggered

I may add in a new variable.. "patience" or something.. where in.. like the bracken gets angry.. each masked has a "patience" variable that decreases when players are around them, certain actions make it idecrease quicker, some make it go slower, some increase it maybe...? and then, when the patience runs out, they will target a player... this is assuming they arent already targetting a player, but likewise, if they are following a player.. and their patience goes above X.. then maybe at that point they will stop caring about the player too.

either way, it will still essentially be a timer, but, based off how close you are.. whether your looking at them, if you have a weapon, etc.

-so a weaponless player who isnt looking... = instant trigger, perhaps even for stealthy.
-so a player who is watching and is carrying a shotgun... deceiving would never trigger to attack... they would require you to not be watching.. or to drop the weapon.. etc.

food for thought.. i should really get syncing working first x.x

left raft
#

Yes please

hot flicker
patent swift
# hot flicker How much can you make masked do? Could you make them crouch while they stalk? Ha...

"less on tracks", i wouldent say they are on tracks, i would say they have guidance when they have nothing to do, and once they have something to do, they do it until "interupted", interupted being, a player interacting with them.

that being said, i think if a player whacks them, that should also trigger them going for a player (if they arent already), or in stealthy for example, it should probably trigger them running away.

regarding crouching/jumping and "random movements", if you just mean them doing something "random" when they are idle, they have multiple choices they can make when they have nothing to do, and i will expand upon those choices over time, but "movements" will be scripted to situations.. jumping for holes, or perhaps because a player jumped.. crouching because of dogs and they are deceiving.. or because a player crouched... etc, random crouching/jumping isnt something im aiming to implement.

hot flicker
# patent swift "less on tracks", i wouldent say they are on tracks, i would say they have guida...

oh, the on track part wasn't meant towards this mod at all in fact this wasn't related to your previous comment, just vanilla masked and how they behave, when they walk at a 45 degree angle while watching you or keep focus on a certain point while moving makes them feel incredibly on tracks tracked.

Yeah, I agree on the part about hitting them

the crouching part was more aimed towards tricking the player into thinking it's not a masked, like having the masked stalk or approach while crouched or crouch a couple times when it spots the player.

patent swift
# hot flicker oh, the on track part wasn't meant towards this mod at all in fact this wasn't r...

they shouldent keep focus on you in this mod xD

if they lose sight of you, they lose track of you, but before they lose track, they go to where you last were, i posted a long time ago a video of me playing "peekaboo" with a masked, and then dodging it by being outside of its vision, and they also dont look through walls at you.. if they see you go around a corner, they look at the corner you last went round and walk to it.

#

i will aim to make "deceiving" trick players, but the other masked arent there to trick players... if every masked tried to trick players, then it would never catch you out, likewise, if enough try to trick you (deceiving), then the ones that dont will catch you out because you expect the trickery.

hot flicker
patent swift
# hot flicker Oh, no don't get me wrong, I do not want them all to try to trick me, and I love...

i cant really answer that, i dont have any long term plans, when i have time to work on it, i work on it, and i am literally going to add things that feel good to add at the time, but yeah, for now, im more fixing issues, and improving things, so the "features" set of the masked wont change for a while.. although some recent discussions have gotten my interest for when i do work on new things for them.. (no specific order, though syncing should be first :P)

1 - moving items around inside the facility and/or holding fake items to make them seem like players.
2 - improving the way they detect or ignore players
3 - jumping gaps/climbing ladders/etc
4 - syncing the actions they choose.

that being said, ive always said, if people have ideas, they are welcome to throw them out there, if i like the sound of it (for any entity i should add) then i will think about doing it.

hot flicker
hot flicker
patent swift
patent swift
hot flicker
patent swift
#

yes, spammed logs will do that to you :d

#

ok now that error confuses me 🙂

hot flicker
# patent swift yes, spammed logs will do that to you :d

part of the lag was caused by them trying to path to me but being unable to reach me or just all of them trying to get me, I was using imperium while testing, so they couldn't kill me but it still spawned new ones, so I had 6 of them I think

patent swift
#

that is the latest version, right?

hot flicker
#

killing myself in game removed some of the lag, latest beta version yes

patent swift
#

line 2280 (the "{") and is not in MaskedCunning... =
if (originDestination != agent.destination)
{
originDestination = agent.destination;

hot flicker
#

hmm

patent swift
#

may need the full log 🙂

#

also 1233 is nothing too >.>

to get to masked cunning from FixedUpdate is line 1273 (40 lines later)

using that logic.. im after 2320...

if (breakerBox.isPowerOn)

now thats more like it... xD

hot flicker
patent swift
#

my guess is, on that moon, there is no breaker box.. AND somehow it decided to do a "breaker box" thing, when it doesnt exist.

hot flicker
#

It was the Chizra temple interior so possibly

patent swift
#

im not familiar with that, but your log is saying different lines, so one sec.

hot flicker
#

Zaggy that made Pathfindinglagfix might be able to help clear up the pathing that causes the lag

patent swift
#

its not about pathing, but i just realised why the line numbers are off, i added some code the other day since the release... so, lines are a bit diff 😄 one min

#

ok, so, it seems in MaskedCunning, i need to add a null reference check 🙂 because of the previous errors, apparantly this was missed... probably happens in v62 as well as every other version.

#

it will be fixed in the next version. 🙂

hot flicker
patent swift
visual cosmos
#

so you know how we have cunning?

hot flicker
patent swift
#

and how many masked are you spawning?

visual cosmos
#

make a new personality called.. charisming.. that rizzes employee

hot flicker
#

initially just one, then let him grab me and at 4 there's some serious lag, as in I go sub 20fps

patent swift
opaque cypress
#

just so you know zeekers finally fixed the main entrance bug in 64.3, so it might have affected something greed

patent swift
#

100 fps drop used to be 5 masked, when fps was dropping loads, now 7/8 masked, and should be on around 70-80 fps still i think (havent checked in a while), but maybe v64 is bringing some laggy stuff, i d k xD

patent swift
hot flicker
opaque cypress
#

yeah, i hope not lol. it could be possible he changed something with their pathfinding, i dunno

hot flicker
opaque cypress
#

oh wait youre talking about the fps

hot flicker
patent swift
hot flicker
patent swift
#

you should check if your vanilla lethal company also leads to that much ram use.

hot flicker
patent swift
hot flicker
#

at most I'm at 7,5 gb of ram

patent swift
#

if its fine then, but you re-add mirage/aifix, and get the issue again, then it narrows it down, eitherway, sleep time ;o

opaque cypress
hot flicker
#

So made a profile with LI, Mirage, starlancerAIFix and imperium, 4 masked was enough to take me to 1 fps again,
Being near 1 was fine, and being near 2 dropped frames, so my best bet would be pathing or how they calculate stuff seeing how being outside or where they don't know where you are negates a lot of the lag but still at a bad framerate (9 masked inside accounted for 60-70 fps outside)
0191bf7c-7d0d-91d0-71bb-0f73e1d219a1

#

I needed 40 vanilla masked just to go below 60fps

vagrant silo
#

do u still have the problem with just LI by itself?

left raft
patent swift
#

just inside the main entrance, 0 masked.. 80-100fps
spawn 1 masked, seems fine (fps counter vanished so i dont know the fps)
spawn 10 masked.. fps DOES drop (of course), but im still getting at least 20-30.

#

cant see the fps tho as the counter vanished 😄

#

it is slowing down now though.. because of the multiple in-outs.

#

20 masked, still getting 20fps., had 50 with 10.

#

the fps drops to 10-20 because of the exiting/entering.

#

my testing pack incase you want to try with this. (9 mods)
0191c279-2a33-4ac2-9791-00947801647f

#

i added mirage + starlanceraifix to the game, and it wont allow me to get past the main menu.. lol

true cobalt
#

Hi!
I can also notice lag when there is a significant amount of Masked enemies (from 100 fps to 20fps when there're more than 6 masked), regardless of whether you have Mirage/StarlancerAIFix or not, is there a way to alleviate the lag a bit?

patent swift
patent swift
patent swift
#

hmm, well, ive installed lethaldevmode like you suggested, so i can finally test with mirage and aifix installed, but im honestly not getting the fps drops you are.

true cobalt
patent swift
#

well that is big, ill give your modpack a try, see if that gives me the same fps drops

#

spawned 40 masked, with this pack.
0191c2a3-80b0-990f-3959-4354ed11f1c1 (aifix/mirage/lethalintelligence) -> 20-30fps - masked were not going through the exits repeatedly

patent swift
#

nice mod pack btw, too many mods for my liking, but, i build a pack for my friends, might take a few mods from yours and put them in mine xD

true cobalt
#

I'll wait for you to add some optimization :,]

patent swift
# true cobalt I'll wait for you to add some optimization :,]

it used to be every masked dropped the fps by 20 as soon as it existed, its now a drop to 10 for the first one, and after that the fps loss is less the more masked you have (roughly).

the only optimization i am doing right now, is loading everything on to the host. (as currently, everything runs on every users pc), so that will make it lighter for the clients, but the host will have it the same.

that being said, i dont understand why the fps is dropping to 1 (in your case for your pack, and in the other case when mirage+starlancer ai fix is installed) as i am not seeing the same levels of drops, when as far as i know, im starting at the same fps roughly.

patent swift
#

vanilla while still in ship is 1gb of ram.

#

so i dont know why you get 7/8GB on vanilla, and 12.5gb on modded. lol

hot flicker
patent swift
#

oh.

hot flicker
#

Could be I didn't have fasterassetbundle enabled yesterday

patent swift
#

well im getting 1.3gb with those 3 mods - also not using fasterassetbundle.

hot flicker
patent swift
#

let me do another test though.

#

spawned 100 masked.. 20-30fps.. lol, dropped to 10fps when they found me.

hot flicker
patent swift
#

also, i spawned 4 inside, found 1, died to that one multiple times... (outside admittedly) and im still getting 100fps.

#

and inside.. there is about 30+ of them running around at this point.

hot flicker
#

That's odd

patent swift
#

this is the pack i was using.

0191c328-ae99-b21b-dfdd-14facd29fa86

try doing what you were doing with that pack

hot flicker
#

I need to check the v64 updates and see what was changed after v64.5

patent swift
#

i disabled imperium, so id appreciate you using lethaldevmode instead (press escape for spawning/invincibility)

#

maybe its imperium causing the lag? i d k, but i was fine with imperium too

#

lethaldevmode spawns things at vents btw.

hot flicker
#

I'm not at home right now, but will test when I get home.
I'll compare Imperium Vs devmode

patent swift
#

no worries and no rush.

#

just figured if im not getting fps drops, then maybe its someting else so should use the pack im using, i would normally use imperium but something keeps bugging out every time i try lol

hot flicker
patent swift
patent swift
#

so cant promise ill implement this today... but here is some numbers for the "patience" idea.

Maximum Patience..
Deceiving = 250
Stealthy = 200
Cunning = 150
Aggressive = 50
Insane = 30

(maybe insane should be higher than aggressive.. i d k..)

when no players are in the "area specified" around the masked.. they will gain 5 patience up to their maximum. (+5)

when players are in the "area specifed" around the masked.. they will be affected in the following way PER PLAYER:-

player is watching the masked -> +1 patience
player is not watching the masked -> -2 patience (-3 if Deceiving)
player is close to the masked -> -5 patience
player isnt close to the masked +1 patience
player is holding in their hands a "ranged weapon" -> -5 patience
player is holding in their hands a "melee weapon" -> -1 patience

when their patience hits 0, they will target the nearest player in their vision.

thoughts?

I dont know how quick the drain on the patience is.. but the question is.. how quick should each personality take to lose patience and target a player?

I kind of feel like deceiving should be a fine balance, where, they could just chill around you for AGES and never trigger, until you least expect it.

but, the others, should lose patience at some point... so maybe i need to make the "player is watching masked" +2, if they are being watched if deceiving.., i d k.

#

it may also be, in the sense of "per player", the changes need to be smaller.. cause insane will trigger instantly if surrounded by players, haha.

opaque cypress
#

sounds interesting c: though im kinda worried that if a masked doesnt do anything for too long they might feel kind of underpowered. atleast for my group, theyre pretty quick in figuring out if one is a real player or not since their movement is pretty artificial. i feel like maybe insane and aggressive should ignore you for only a few seconds, just long enough to convince you theyre real, then attack. and the others for longer so you can maybe encounter them a couple of times before they attack

left raft
opaque cypress
#

so a masked just walked right through the ship door when it was closed xD.. i didnt have instant replay on so i couldnt capture it but heres a log, happened at the end of it. not sure if this mod caused it or what

patent swift
# opaque cypress so a masked just walked right through the ship door when it was closed xD.. i di...

i didnt see any errors in the log relating to it, and no errors relating to my mod either., i dont tamper with the ship doors or anything, i think it must have just been unlucky timing or desync.

last night my group had a few encounters with masked at the ship.

encounter #1 - my friend was trapped inside the ship with no weapon + some masked outside trying to get inside, they couldent get in when the doors were closed, sent me warning messages, then died when the doors opened.

encounter #2 - i ran back to the ship, and literally... a masked "appeared" from the "ship hiding spot" (a vanilla position that my mod doesnt tell masked to go to).. and it literally JUMPED out at me, and i luckily had my shotgun out and killed it, otherwise id be 100% dead.

so i need to review my own log, and work out why it went to the hiding spot xD i should probably also add in a "hide in the hiding spot" thing for stealthy.. (i think the masked who jumped out was insane) and maybe other places too.

so like stealthy needs to be the sort of guy who runs when hit, hides around a corner, then jumps out at you as you try and follow... + hides in the ship hiding spot maybe.

opaque cypress
#

huh, ive seen a masked go to the hiding spot at the beds before, thought it was intended xD. ill try recreating what i saw with vanilla masked, it took a few seconds for them to just phase through. i was thinking maybe its a mod that messes with the ships model like shipwindows

patent swift
#

Uploaded: LethalIntelligence Version 0.1.7

  • Focus, Activity, and whether the masked is Running or not should now be synced from host to client, if you see different things from host to client, do let me know.
  • Fixed a null reference exception relating to the breakerbox that was previously missed.
#

oh i also forgot, last night when they didnt go through the ship doors.. we have ship windows installed.. but it was 100% busted.. (was playing on v64), so you maybe right regarding ship windows.

opaque cypress
#

welp, i did some testing and i think i figured it out. so it seems to actually be a vanilla bug xD, we were playing on march when it happened, and testing on specifically march, they pathfind from the ground straight into the ship, even if the doors closed. tested it with only imperium, nothing else and sure enough they just go straight through. then tested it on experimentation with all my mods enabled and they get stopped at the door properly

#

it sucks because when it happened there was a masked apocalypse outside, one person alive being chased down by like 3 of them. would of been awesome if he made it and saved us but they phased through and killed him last second xD

patent swift
#

i never test using march, so would explain why ive never seen that xD

#

very weird though

opaque cypress
#

yeah xD, i guess it wouldnt be too much of an issue with vanilla since they dont spawn there, but with mirage its kinda unfortunate lol

opaque cypress
#

nono, i mean in vanilla masked dont spawn on march, but with mirage it allows them to spawn on all moons

patent swift
#

oh right, so really.. someone would need to fix that.. for march. lol (like it should be in a fixes pack or something), because quite a few mods cause masked to spawn on any moon (mirage, maskthedead, im sure there are more)

#

or maybe mods that cause masked to spawn on any moon, should fix that themselves i guess.

opaque cypress
#

true, i dont really know where to bring it up lol, maybe lethalfixes since they fixed something with maskeds before

patent swift
#

i d k, the fix mods i know of is the ones by 1a3 (lethal fixes), buttery's (butteryfixes), matty's (mattyfixes), there is probably more too xD im just always wary of using too many mods for the same reason, i dont like overlaps 😛

wet quiver
#

So I just want to double check something, does this mod work with Mirage? On the page it says it has no integration but I dont know if the website page is out of date so I figured i'd just ask here

patent swift
#

Integration = they actively work together

Compatibility = they coexist together

The only mod I know of that this mod is currently not compatible with is MaskedAiRevamp, which is due mainly to this being basically an updated fork of that mod

So yes it works with mirage, I should probably make this more clear in the readme. It just does not take mirages audio clips as there is currently no way to do so.

wet quiver
#

Ah ok. Thank you

patent swift
#

so.. had a thought for masked.

what if there was a new personality of masked?

"Voodoo", or similarly named.

they dont LOOK for masks.. but if they happen to see a masked on the floor, they pick it up, consume (delete) it and gain something by harnessing the power of the mask they found...

if they find a comedy mask, there would be a loud laughter that rings out through the world.., and that masked would telelport to another comedy mask.. including ones in the ship maybe?

if they find a tragedy mask..there would be a loud crying that rings out through the world.. and the masked would spawn another masked at their position.

I just figured, this could be a new personality, one with the potential to be anywhere, and also bring in its own re-inforcements beyond the normal limits you set for how many masked can exist.

this idea has changed 3 times since i started writing... xD it was originally just going to be masks can be used to spawn more masked, like a necromancer.. maybe that is how it should be.. hmm... do let me know thoughts.

either way, if i added this... if no masks existed when they spawned, they would change to another personality, and likewise, if they used the last mask, they would change personality otherwise they would have no purpose.

opaque cypress
#

interesting, i like that idea :)

rare hearth
#

Found a problem that masked always look at player while they're walking or sprint. I think this behavior is not look like a human

vagrant silo
#

what do you mean i always do that (as a 100% real human)

#

trust bro trust

patent swift
# rare hearth Found a problem that masked always look at player while they're walking or sprin...

if the masked has detected you, and they can see you, they will look at you. if your saying they should look away from time to time, i agree, but its not implemented yet, and they do from time to time look in different directions already (unless ive somehow killed that out of them as that came from vanilla code i think).

either way, if its a bug your reporting, please do send a log of the error, if its that you think they should act differently.. ill keep a note and look at it when i get to it.. after jumping/climbing probably.

rare hearth
#

Well actually that's a vanilla thing

#

But I think it could be better after your masterpiece work

patent swift
rare hearth
#

Also they sometimes look at sky that's not normal too.

rare hearth
sudden vault
#

why still wip in the title

patent swift
# sudden vault why still wip in the title

because its not at a state where i consider it "ready". maybe it shouldent have WIP, but, imho, a lot still needs working on, so i rather let people know of that fact.

sudden vault
patent swift
charred mirage
#

@patent swift i experienced masked enemies being able to go through the closed ship doors. i think that might rather be a root masked problem within the vanilla game right? or is it your mod? i havent been able to test it/reproduce it without your mod yet

patent swift
charred mirage
patent swift
charred mirage
opaque cypress
#

yee it wasnt shipwindows, i tested it on vanilla with no mods except a debug tool and they went through. its a vanilla bug with march

hot flicker
#

I have been saying its a vanilla bug

wind holly
#

Which allows masked to spawn naturally

#

Does that cause issues with their AI?

patent swift
# wind holly Does that cause issues with their AI?

Nope
Mirage tweaks appearance, spawns, and gives entities your voice.

LI changes (currently) what masked do after they spawn.

So no matter how a masked spawns, LI will give it a personality and control what it does based off its personality.

I use mirage with my mod all the time, it's 100% compatible AFAIK, there just is no integration (like with other similar mods) yet (waiting on mirage v2 so I can work on that).

That being said, I need to remember to look at walkie talkies as I'm.pretty sure masked aren't picking them up 😦

wind holly
#

Nice

#

When disabling all of the masked stuff except no radar spin and fake scrap

patent swift
#

The radar spin fix was taken from masked ai revamp

This mod is built on masked ai revamp.

So if you use gi, I would disable that feature, no clue if they (this mod and GI) work together as I don't use gi.

Also "fake scrap"? Does gi make the masked carry fake scrap?

That may make things buggy (how the masked looks) as what item a masked is carrying modifies how it positions itself. (ie, my mod picks up an item, so it may show the fake item, held in the wrong position, for example)

hot flicker
patent swift
#

what i will say is.. some things that are in GI, i have looked at, because frankly, they should be in this mod (for example the nameplate fix that GI has, i used as inspiration to work on my own..), but what that does mean though is, GI and this mod will likely, over time, become less compatible, ill try to add something to the readme about GI so people know roughly what settings would need turning off.

charred mirage
#

is your mod maybe responsible for masked enemies holding their arms forward? that is actually disabled in both your mod and mirage. it doesnt always happen but sometimes it does somehow

supple marten
patent swift
swift tulip
patent swift
swift tulip
patent swift
swift tulip
patent swift
#

you mean currently, when they ignore you, its a bit weird?

im aware that "stealthy" seems to stare at you while kind of keeping their distance, but beyond that, not aware of weirdness, feel free to let me know if there is though, but the "ignoring" system does need changing, havent started work on it yet... progress is slow 🙂

swift tulip
patent swift
#

i mean, thats a very good point.

being honest, right now... a masked doesnt know who they are mimicking.

with what im currently working on.. the masked will know WHO they are mimicking... and i agree... if a masked is mimicking you.. they should be forgoing ignoring you.. and trying to kill you... the only problem then is, in a single player game.. no masked will ever ignore you.

but yeah.. maybe they should get a bit of a speed boost, and go for the kill (like a superhuman "omg your going to reveal my secret" response to seeing who they are mimicking?)

but uh.. yeah, as for running away... thats not really setup well.. i need to do more of a bracken thing... stealthy should be quiet.. run away properly if attacked.. and perhaps even stop moving if being watched like its trying to hide.

if a masked is properly running.. im pretty sure its marginally faster than a player.

whenever im shovelling a masked.. i cant ever seem to back off quick enough, i either have to kill it or get killed by it... but that maybe because im running backward/being slow, i d k

swift tulip
cedar estuary
#

If you care about more people playing with the mod, than I would recommend changing the Mod Logo because I only found out about this mod through specifically looking for a alternative to Piggy's MaskedAiRevamp.

#

"L I" looks more like a library mod than a actual mod with gameplay features.

patent swift
# cedar estuary "L I" looks more like a library mod than a actual mod with gameplay features.

im shit at logos, not really one for design, if someone wanted to design a good logo.. id probably use it if i liked it, but otherwise sadly the mod will remain with my bad logo xD

beyond the logo, the description mentions keywords, which i would assume is how 99% of people find mods, perhaps those could also be better too, i think thats the real stumbling point, but i do get what your saying.

cedar estuary
#

Yeah it's whatever, who cares how many people know of the mod(even tough it's absolutely amazing).
But I'd love to design a Logo once I get the time.

patent swift
midnight rover
#

idk if you know about the bug with TooManyEmotes. If masked performs emotes and LI is enabled, it moves with the emote enabled. Is there a fix for this?

patent swift
frigid crater
#

Too many emotes has a feature to move while emoting. It looks silly but it's a feature and if the Mimics are doing it too they will blend even better.

midnight rover
patent swift
#

defo sounds like a too many emotes bug now.

it sounds like once used, the emote is always used.. never ends.. SO.. because players do that, if a masked is told to use an emote (by too many emotes), then it will do the same.. never finish

patent swift
frigid crater
patent swift
#

as ive said above somewhere.. if another mod changes the position of a masks hands/arms/legs/etc, it will make how the masked look.. weird.. if they were holding an item (but in the sense of that mod, i assume thats fine, as you can emote with items in your hand right?)

midnight rover
#

Yes, you can emote with item in ur hands

patent swift
#

i think the key problem though is, my mod tells masked CONSTANTLY "you must go here".. so.. the masked wont sit still while emoting like that.

midnight rover
#

This is most likely

patent swift
#

in future.. i need to re-add emoting back into the mod (it used to be present, albeit broken).. once it is back in then.. and only then imho... should another mod make a masked emote, like a hook from my mod to go "hey, emote now", and then the other mod plays the emote.

midnight rover
#

Anyway, thank you

patent swift
#

np

#

its probably somethign in my mod notes when i re-add emotes, that other mods should disable masked from emoting.. while my mod should pull from the actively available emotes to use.

#

but yeah, not working on emotes anytime soon xD

cedar estuary
#

This has probably been asked before but the only thing that keeps me from knowing I'm talking to a masked is that they are never holding anything.
I do remember this being a feature of masked ai but it caused a lot of issues

#

No?

patent swift
#

they do hold things, but only in certain circumstances, way back when before i started this mod, maskedairevamp has item picking up all the time, but, it was busted afaik.

I havent looked at "picking up items" recently, but last i looked, it was working, that being said, i dont ever see them pick up items, so new patches of the game may have busted that, i d k

#

im already thinking of adding a "fake item" to each masked, at random.. for which they can occaisionally "hold it" and then put it away, as while a masked can hold an item.. they cant currently store them, so them being able to have a fake item in their hands, unless they find a real item they want to pick up, maybe nice.

swift tulip
#

Hi, had a bug recently, mimic (stealthy or cunning type) got on ship, tried to eat me (failed) and after that just stared manically at me, standing on ship. Idk what made it, maybe he failed to find target again. Was a lil scary (idk if anyone already said about that)

patent swift
#

stealthy does love a good stare. =p

swift tulip
#

funny if he attacked after that

supple marten
#

Do the masked run out of stamina? It feels like they have WAY more stamina than us, and it's so hard to get away xD

opaque cypress
#

i agree with that lol, it feels like you only have a chance to get away if you drop all your items

patent swift
patent swift
opaque cypress
#

do you know if having the better stamina mod also applys to masked?

fluid shore
#

I feel like no? As masked are not actually players? This is assuming Better Stamina is only applying to the player class

supple marten
#

For some reason on Dine and Rend the masked enemies keep standing right next to the ship and won't move.

supple marten
opaque cypress
#

yeah guess im just having a skill issue lmao

patent swift
patent swift
patent swift
#

i am guessing its an issue with dine and rend... because its weird its those 2 moons and not elsewhere.

supple marten
#

I do not, but I will try to get one if I notice it again!

supple marten
patent swift
#

yes, although id rather a full log. so i can see everything that occured.

supple marten
#

Here is the whole database. The Dine level start starts with ID 92595 and ends somewhere around 94000

#

Oh shoot. I don't think this will be helpful. I just realized debug mode is off.... I'll turn it on and see if I can get it to happen again.

patent swift
#

yeah, the only reference to my mod within that range is 1 masked spawning.

supple marten
#

I saw it made it stealthy, but that was the only thing I saw from it. I'm getting on with Imperium to see if I can replicate it.

patent swift
#

being honest, i highly doubt its my mod causing it, im guessing its going to be a bug like on march.

on march, masked can just enter the ship even though the doors are close.

maybe on dine/rend, they cant enter the ship at all? i d k, never tried masked there, ill add it to a list of things to look at though.

supple marten
#

It's entirely possible! Your mod works great everywhere else.

patent swift
supple marten
#

Having 0 issues on Dine at the moment by myself lol

patent swift
patent swift
supple marten
supple marten
#

So here's the behavior we are experiencing. He started off by going to the fire exit and doing something. Then he left and went straight to that spot and wouldn't move. My gf then walked up to him and he turned her into a ME, and then they all started running around as expected.

#

I will post the log in a sec

supple marten
#

There should be 2 runs in there. The first one being my solo run, no issues, and the second one being the one with my gf.

The second run starts around line 11000

cedar estuary
patent swift
#

but that was while inside... so... hmm

supple marten
#

This was the last goal it had when it got stuck

MaskedGoal = awayfromplayer() method

That was the one I thought might be where it got stuck.

#

It looked like it was trying to go to the ships locker before that? Is that the red cabinet? If so, we always put that in storage since we don't use it. I'm not sure if that would cause an issue or not.

patent swift
#

give me a bit, will respond, just a bit busy and lots to type and look at.

supple marten
patent swift
#

ive seen masked use the terminal while not actually at the terminal, but this didnt seem like that.

supple marten
#

Delay is set to 100, I'm down to test again at a lower setting though.

patent swift
#

you were using imperium.. which has a bug, that non-host is visible to masked even when they think they arent.. so in the TEST.. im guessing they were "trying to stay away from you" which in this case meant they stood still...?

#

if you set it to 0, i would hope it gives you EVERY report.

#

but 1 gives you every 2nd report if 0 doesnt work (i use 1, but before i added the delay in, i was using 0 effectivly)

supple marten
#

The bug was happening with and without imperium. I'll try it with 0 and see what happens lol.

patent swift
#

if you can use 0.. you should get a report for every little change in status.. so when the bug occurs... we will know EXACTLY what it was doing.

#

but my point was..

#

if its getting stuck because of a player.. then a second player with imperium cant test the problem

#

because it will see the second player even if they are invisible/undetectable

#

and because the masked sees the player, it reacts differently..

#

that being said.. i think the masked saw your gf.. and so "awayfromplayer" which is causing the "stop".. but i d k why its "stopping" xD

supple marten
#

The second player did not have imperium when testing. I was the only one with it. If I'm understanding you correctly lol.

patent swift
supple marten
#

Oh so the host having Imperium and the non-host not using Imperium still causes that?? Okay! I will see if I can get a masked enemy without it haha

patent swift
supple marten
#

Okay, I got it without Imperium lol. Both my dad and gf got on and tested with me. There was initially 1 mask that got stuck there. My dad then got turned by walking into him and then my gf did the same. Not sure what happened to my dad, he just disappeared when he died, but my gfs mask went into the facility and then came back out and got stuck there also.

I'll send the logs in a sec. You could be right and there's just something wrong with Dine/Rend. Not a huge deal, but figured I'd try and test for you to make sure.

#

Here is the log. Delay is set to 0. Seems like they both were stuck "walking to breaker box".

frigid crater
#

I'm curious are mimics able to use items with this one? And is there anything i should be aware of bug wise besides what you guys are currently testing?

#

I've been tempted to use this one for awhile with Mirage.

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Also a cool concept idea if it's not already a thing could be one type when spotting someone just starts crouching and standing. My group uses this to prove they aren't mimics since mimics only crouch in the ship.

fluid shore
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feel like the solution to that is have mimics... magically know when players meet. If both players see each other do they A) teabag greeting? B) dance emote for a few seconds, or C) point emote.

But I feel like coding a data model like that would be a lot of work?

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or the actions of the player they are mimicing

frigid crater
# fluid shore feel like the solution to that is have mimics... magically know when players mee...

Not really. Mirage already has them emote and they will use Toomanyemotes also. But with this mod adding different personalities then different personalities can do different things like 1 does teabagging upon meeting a player, 1 emotes, 1 runs away to bait players, 1 points at the player. Each of those things alone would make mimics so much more dangerous and then add all the other stuff this mod is doing.

fluid shore
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well I know my nephew likes to do the dance emote, alot, where as me and my brother don't, we just verbalize when we see each other.

So having a Cunning AI just tea bag. Might actually give it away to others sooner, especailly if the person they are appearing as, never does that

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maybe there is a better, and easier solution, and not saying your suggestion is invalid, but just hardcoding them to teabag might give them away sooner.

Of course this is just tossing stuff out there to support your suggestion, if OP needed them

frigid crater
patent swift
supple marten
patent swift
# supple marten That one was the Toystore by Wesley

well.. the weird thing is... the masked are OUTSIDE and deciding to go for the breaker box.. let me look at the log.. it should think they are inside.. but if it thinks they are inside, why are they outside?

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ok, i see the potential issue.

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the part where it goes wrong is here.

INSIDE <- CORRECT
MaskedActivity (Focus=None) = MainEntrance isOutside = False MaskedGoal = Walking to entrance (0/(-9.30, -217.79, 57.50))

OUTSIDE <- WRONG
MaskedActivity (Focus=None) = MainEntrance isOutside = True MaskedGoal = Walking to entrance (0/(-9.30, -217.79, 57.50))

INSIDE <- WRONG
MaskedActivity (Focus=None) = MainEntrance isOutside = False MaskedGoal = using entrance (0/(-120.75, -16.11, -5.25))

THINKS ITS INSIDE.. SO GOES TO THE BREAKER, BUT ITS OUTSIDE.
MaskedActivity (Focus=None) = BreakerBox isOutside = False MaskedGoal = walking to breaker box

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thats 4 reports in a row... but if you see, it says its outside going to " Walking to entrance (0/(-9.30, -217.79, 57.50))" (the coords for outside main entrance tp).. then its inside going to the same coords.

so.. this is going to be a bug relating to zeekers fixing the main entrance teleport thing 🙂 i guess im going to have to disable that 😄 or let vanilla handle leaving/entering the main entrance x.x

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so yeah "why" its standing there.. is either because it thinks the breaker box is near there (but it isnt) or because it thinks the main entrance is there.

patent swift
# frigid crater Well it also depends on the mod cause like I said some mod makes teabagging a vi...

i was going to say this...

"my whole lobby emotes to show they arent a mimic"
"my whole lobby jumps 5 times to prove we arent mimics"
"my whole lobby whacks each other on the head once with a shovel to prove we arent mimics"

people will always use "some" way to prove that a mimic is a mimic, and they are not.. i cant stop that, and i cant add in every single gesture that people use to prove a mimic is a mimic.

I tend to play.. and look at every player as a player... once a masked gets close.. i realise they arent a player.. and run/fight.
I feel most other people look at every player as a masked first, player later.. so are always on edge... makes for a worse experience imho xD

frigid crater
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That's why I suggested some of the more simple ones since emoting is already a thing mimics can do with the right mod. Lots of times tea bagging is something people do just to be silly and would likely bait some victims. Hell just having a Mimic crouch walking outside might make me think it's someone trying to hide from a Dog. But I get it you can't make every option out there people use. I personally just thought of what would be the one single feature that a Mimic could do to trick my group.

supple marten
patent swift
patent swift
# frigid crater That's why I suggested some of the more simple ones since emoting is already a t...

anything that is "simple" and makes the masked look more genuine, will be done.. but from my pov.. "reacting" to how a player acts, is a hole so deep, only the bits near the top which everyone knows about is worth looking at.

crouching for dogs.. is not reacting to a player.
emoting in reaction to a player is fine
wiggling when "in danger" and seeking a teleport is fine

beyond that.. we shall see.

supple marten
frigid crater
# patent swift anything that is "simple" and makes the masked look more genuine, will be done.....

Nah I get it. Everyone has their own opinions on what could look more natural based on their playstyle and modpack. I just thought it would have been a cool idea for a variant as I thought they were each getting their own different quirks. For me i'd be more trusting of someone I saw crouching but thats mainly cause of my modpack making mimics dance, the fear of dogs, and sea mines. Plus a few of my players crouch just out of instict when they get scared and want to hide. Not trying to justify it just saying how my specific build makes it feel more natural but thats not everyone elses type of build. I'm still pretty hyped about trying this mod out it sounds so crazy awesome!

patent swift
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that is the point of deceiving 😉

frigid crater
hot flicker
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I just want masked to not stare you down 24/7 when they are in range

opaque cypress
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i haven't really had a chance to investigate it further but is it intentional for the masked to kinda just, ignore you? like all personalitys. one just kinda stared at me but continued walking away right by me, or another time one walked into the ship as we were all inside about to leave, stopped and stared at us, then just kinda walked out after a few seconds. i also tried spawning in like 10 with devtools (instead of imperium incase it had that bug) and stood at the main entrance, they all exited and just walked past me while staring at me, straight towards the ship

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did you introduce a new system for them to ignore you for a bit or is there something wrong with my mods? ive been pretty busy and havent had the chance to play much

fluid shore
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I think Orficer provided Virus some logs, I believe there is a bugfix in the works. Basically the mimics are trying to path to the breaker box, when they are outside, which just means the location to stand just happens to be by the ship

patent swift
patent swift
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but thats been around a while ;o

patent swift
visual cosmos
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do you plan to make masked interact with each-other?

opaque cypress
patent swift
patent swift
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just uploaded v0.1.8
-Fixed masked "double teleporting" at the main entrance leading to them getting stuck thinking they are outside when they are inside, and vica versa.
-Added auto removal of config entries that are no longer being used in the Lethal Intelligence config file. (for the future where I see many settings being added, then later removed :))
-Changed the default configuration of "debug mode delay" to 0 as that provides the most information, and I dont think status reports provide any lag. if you refresh your config and start getting lag after this update, then turn off debug mode, or increase the delay.

swift tulip
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Hi, have small features ideas to make: fix masked movement. Right now when they walk they always look up (that's not a bug of any mod )and it gives them out, also they stare very robotic with that rotate, maybe add a random ~ 0.1 sec delay in rotation for it?

frigid crater
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[18:57:28.3250530] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
SignalTranslatorUpgrade.Patches.DisplaySignalTranslatorMessage.Prefix (System.String& signalMessage) (at <3fdaa449c7314ee6b009d4f4db7a64d1>:IL_0006)
(wrapper dynamic-method) HUDManager.DMDHUDManager::DisplaySignalTranslatorMessage(HUDManager,string,int,SignalTranslator)
LethalIntelligence.Patches.TerminalPatches+Transmitter.SendMessage (System.String message) (at ./Patches/TerminalPatches.cs:35)
LethalIntelligence.Patches.MaskedAIRevamp.UsingTerminal () (at ./Patches/MaskedPatches.cs:3329)
LethalIntelligence.Patches.MaskedAIRevamp.MaskedInsane () (at ./Patches/MaskedPatches.cs:2699)
LethalIntelligence.Patches.MaskedAIRevamp.FixedUpdate () (at ./Patches/MaskedPatches.cs:1328)

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This spammed and when I killed the masked on the terminal it broke the terminal.

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SignalTranslatorUpgrade mod might be incompatible

frigid crater
frigid crater
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Correction i get them moving items and hiding them 😆 but the aggressive one won't pick up weapons and use them.

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So far when testing they seemed to function great they just kind of ran off when I spawned them and scattered. They could definitely blend well.

patent swift
patent swift
# frigid crater Can confirm it was that mod breaking it. Disabled the mod and the mimics trolled...

yeah, "item picking" is kinda busted.. some bits working, some bits not, i didnt really look at aggressive (shovels/shotguns/etc), and walkie talkies yet.

i know they wont pick up walkies, and i guess thats the next thing i need to do.

then shovels/shotguns needs to be a modification of what i do for cunning/deceiving.

then on top of this.. maybe i need to give them each a fake scrap they can pull out/put away.

patent swift
frigid crater
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They will pick up scrap from the ship at least

patent swift
patent swift
patent swift
# frigid crater [18:57:28.3250530] [Error : Unity Log] NullReferenceException: Object reference...

so, ive had a look at this, and i dont get what is wrong tbh, so ive basically duplicated the "DisplaySignalTranslatorMessage" method, and for the masked, i will use that instead of the vanilla one to fix this

as for when the masked is killed while on the console, im pretty sure ive fixed this elsewhere.. so, ill have a look at what i did before and apply this to when insane is sending a signal translator message. 🙂

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regarding the terminal being busted if they die while on it, weirdly, this should be fixed (as it was a fix applying to the terminal that works for other uses of the terminal), so i think its something relating to the signal translator rather than the terminal, will look into it.

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ok, think ive fixed that, killed them multiple times, now to fix another bug i found.. jumping on the terminal while a masked is using one = your locked on the terminal xD (normally fine, cause the masked should kill you, but yeah, i was invincible..)

patent swift
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getting errors.. but i might be cooking with a fancy lamp. (a fake one)

visual cosmos
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also i had an idea

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if uhh certain personalities or just all masked get attack, they get 'enraged' for a short period, and sprint more and are just generally more aggresiver

patent swift
# visual cosmos ^ ?

missed the question the other day, sorry.. maybe? not currently got it planned.

patent swift
visual cosmos
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yeah i feel like masked interacting with each other would make 'em feel a lot more real

swift tulip
visual cosmos
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maybe some masked would attempt to attack each other to either make you think that the masked being attacked is a real person or just attacking each other because they think that the masked is an actual player since they're so good at impersonating players

patent swift
visual cosmos
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maybe if a masked does something to like.. reveal they're not real then the other masked would be 'scared' of them and be like "dude you slipped up wtf we ain't with you no more"

patent swift
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making them be "wary" of each other, may occur, but, not attacking each other i mean.

swift tulip
patent swift
# swift tulip but about that, I am not into coding, but I think that might be possible, like, ...

and that is why i wouldent add more.

baboon hawks killing giants, i understand.. because giants never really die otherwise. (unless you kill them with an easter egg)
baboon hawks killing dogs and vica versa, i understand, because frankly... tons of baboon hawks, and sometimes lots of dogs, them killing each other can also lead to a player dying because of their interactions.

two masked "attack" each other = 0 masked.

swift tulip
patent swift
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so, you mean like.. if stealthy saw a masked.. they should run away from it like they would a player.
and if aggressive saw a masked.. it should chase after it like a player.

but it should be like a synchronised event.. where in.. they never actually fight, it just makes you beleive one of them is real.

swift tulip
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about syncronisation, it can be just masked N1 run's away, and masked N2 just stays "wth just happend" and goes to his task or to player who saw that

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because masked chasing masked is too much

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in that case player might run with scared masked and then get caugt by him

patent swift
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well.. that i understand.. just... not on the radar yet.

masked chasing masked is easy...

just would need to get them to do the same "activity", make one a runner, and other chaser.. runner would be set to run away from the chaser.. and chaser would be set to run towards the runner.

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but uh yeah, maybe eventually ill be doing something like that.. but for now, the list of things i wish to do, and the list of things i need to do, are just numerous. xD

visual cosmos
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masked like echanging loot and like standing next to each other to simulate player doing.. player stuff would be cool

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and maybe make masked, like.. sidestep from left to right and forward and back when they're stationary to simulate players randomly moving

swift tulip
swift tulip
patent swift
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^ should add, its probably empty right now.. but i put stuff on it when i know there is bugs

swift tulip
patent swift
patent swift
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then report away 🙂 even if its a possible duplicate, if it is, ill just say "been reported before" and maybe link to the message 😄

swift tulip
steady ember
swift tulip
patent swift
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its for bug testing mods mostly, not for playing.

swift tulip
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yeah, but what to activate in it

patent swift
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visualisers

swift tulip
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realtime updates?

patent swift
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should be, but, the ones ive added for my masked, sometimes seem to not update.

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(for example, in the picture you linked, it says no focus/no activity, but thats a lie, it has one, it just didnt update)

swift tulip
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Good. Thanks!

patent swift
steady ember
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What about wendigo, should i use skinwalker? Or mirage?

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Mirage is on pause : (

swift tulip
steady ember
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So voice (wendigo/mirage/skinwalker) is important
As well as behavior for which i think it's this mod

swift tulip
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let me dm you cus this is not right place for it

steady ember
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THey tend to stand nearby ship all the time : (

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If not that would be perfect ig

patent swift
steady ember
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Maybe i will turn them on for myself then meanwhile

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Where will i have to look as of logs?

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I mean., Which kind of xd

steady ember
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So this is "Walking to break box" apparently in cave(Last log about that mimic that i saw)

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That is him

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Now they can't kill us huh
Next round they murdered us all

patent swift
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yup, breakerbox will do that to a masked sometimes.

regarding them standing at the ship.. same bug as when i fixed it before, just apparantly, i didnt actually fix it... 🙂 working on a fix now for that.