#[EXPERIMENTAL] Lethal Intelligence + MaskedInvisFix

1 messages ยท Page 4 of 1

steady ember
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They also tend to have issue with doors

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(Sorry, these guys really wanted to have these mods, i tend not to use such xd)

vagrant silo
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perceive (judging intensifies)

visual cosmos
steady ember
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Imma remove it from mods later on when i switch to other fren group, just needed someone to test with xd

visual cosmos
opaque cypress
steady ember
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This is the only type of ppl that is chronically online and can be used for testing

opaque cypress
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lol, thats fair

patent swift
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So was having a think about the logo... and thought why not have an ai generate one.. and omg.. Gemini is scary at how much it changes the image.. all I asked for was fully red eyes.

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^ i agree with the ๐Ÿคฎ

visual cosmos
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don't AI gen something

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it comes off as lazy and i've always dislikes the overuse of AI when creating stuff

patent swift
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nope, it comes off as "i cant design anything", which is factual ๐Ÿ˜„ I am not artistic when it comes to imagery.

limber shard
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And if youโ€™d rather use AI, iโ€™d only say just limit your use of it

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It can really make some scary stuff if you put in the right prompts

patent swift
swift tulip
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hi, found a problem:
Masked breakes pathfinding if he can't reach his activity (variation of this issue)
So I had deceiving masked that wanted to go to main entrance, yet it was behind locked door, so he was walking into corner very slowy

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they see the door opening

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also, I find their activities strange, they always run back and forth on the outside. Fire exit - ship - main entrance - ship - ...
Maybe add a state of "wandering" so they will random pathfind in facility to keep them in it, additionally make them stay on the ship to attack, for some reason my masked don't write messages or use terminal but rather go to fire exit and back

patent swift
# swift tulip hi, found a problem: Masked breakes pathfinding if he can't reach his activity (...

yup, usually it wont matter.. because if they are behind a locked door, that means you cant see them, but i have been looking at this issue because it mostly happens with the breaker box.. still looking for a solution though.

I was debating adding an "idle mode", but the key thing is.. getting them to recognise they cant reach their destination.. which im struggling with right now ๐Ÿ˜„

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also.. i should add, i added in a LOT of calculation.. to check if a destination is possible, and it only works IF the thing they are trying to reach doesnt actually exist... which in the case of the breaker box, it does exist, but still cant be reached.. so yeah, its not so clear cut.

patent swift
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i guess you can say, i need to find more things for some masked to do (which fits in with thier personality), so their day is never truly empty.

patent swift
# swift tulip

item locker is wrong.. the visualisers are wrong... another bug i need to fix.

currently when you spawn 1 masked, the first masked has correct visualisers.. after that.. the maskeds show the same visualisers.. but the logs show the correct data, or well maybe its the bug that ive yet to fix properly (or well released the fix) but yeah, its not showing correctly either way so dont rely on the visualisers too much right now, looking at the log while your trying it with imperium is more reliable.

swift tulip
swift tulip
patent swift
# swift tulip So, that's an imperium bug that thay change personalities?

no.

i add "Personality", "Focus" and "Activity" to the visualiser for the masked, but my implementation of adding that is wrong.

so with the first and only the first masked spawned.. its fine (which is fine for my testing 99% of the time)
but when you spawn a second masked.. it effectivly overwrites the first maskeds visualiser.. so those 3 details are wrong... but the log shows the correct details.

and if you despawn a masked, it breaks things even worse.. but once again, the log is correct.

patent swift
fluid shore
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hmm anything to have it check while it's moving, it's position hasn't changed in the last 5 seconds?

swift tulip
swift tulip
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About stuck i got your idea

patent swift
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they get assigned one personality, and thats it, they dont change personality.

swift tulip
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Okay, that's good

patent swift
# swift tulip About stuck i got your idea

yeah, what im saying is, your telling me to do something im already doing, im saying the problem is i cant get them to start being idle because they think they are still heading to where they were told to go before XD

patent swift
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its cool, im close anyway.

my thought is..

when they get stuck.. they will do random wandering, as you said... but after a certain amount of random wandering, i will get them to change focus/activity, until they find one that they can complete.

i feel like i need to re-re-work that whole situation.. (as ive already re-written it once).

swift tulip
patent swift
swift tulip
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Did they change it?

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Huh

patent swift
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i see them stand in the bunk beds and face palm... but ive also seen them hide behind the cabinet, so its not changed, i beleive its just auto generated based off how you lay out things in the ship, not sure.

swift tulip
patent swift
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all i ever do regarding that spot, is, in certain circumstances, a masked is told to go to the ships hiding spot, i dont choose where that is.

patent swift
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the activity = "ItemLocker" so they can find the ship if they are not nearby.

the ship hiding spot is different.

swift tulip
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Well, if you don't controll it, it's fine

patent swift
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once again though, i dont choose where the breakerbox spawns.. hence why it breaks things.

swift tulip
patent swift
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yes, it will be "BreakerBox" if its an activity, as i said, i dont choose where it is, it spawns behind walls sometimes.. that is the main cause of pathing issues.

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and so far.. ive locked a masked behind a door.. they have walked up to the door 50 times.. and I still cant detect that the path is blocked.. so fun times ๐Ÿ™‚ but i have an idea on how to resolve that.

patent swift
swift tulip
patent swift
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xD

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well.. somehow.. got the idle code working... and activating.. but it activates in a random place where they can walk.. so im sure i have a fun time getting that working ahead.

swift tulip
patent swift
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nope, only thing i can suggest is, seeing if you can host vanilla.. if you cant.. then you have vanilla config problems or something, my friend had issues once where he couldent go to orbit as the host.. it was a "save exp" problem, had to delete all his game data.

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ah actually, i just realise.. the "randomly idle in a corridor" thing i just experienced.. was with the OLD attempt at trying to check if a path is blocked.. but i didnt get a response from my new way of checking at all.. fun xD

swift tulip
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yup, I was wrong, my eyes decieved me. really a breaker box activity, hope you will find a way to fix it

vague tulip
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Love this mod. So far I've only seen them take the scrap outside the ship and "try" to be friendly with me. Then they sabotage the apparatus. Then they stand in the ship and sometimes order something. Then run into the facility like a regular player. (Wish their movement was more convincing) I've so far never seen them do anything else. I heard they can do other things or is that just a rare chance or was it because I was only in single player.

patent swift
# vague tulip Love this mod. So far I've only seen them take the scrap outside the ship and "t...

glad your liking it ๐Ÿ™‚

tbh, being a solo player, you will probably see more than most people do (because more people = more people to stop them doing the things ive told them to do.)

i think your the first person to report them sabotaging the apparatus in a live game, so im glad thats finally been seen ๐Ÿ™‚
i wish their movement was more convincing too, sadly, im not the best at that sort of stuff, but once i get more "buggy" things fixed, i will certainly look more into that.

everything written on the readme on thunderstore/github.. they "can" do, but some things are "broken", like for example, Aggressive should be able to pick up a shovel and steal your shotgun, afaik, them picking up a shovel, isnt happening yet (but a fix should be just around the corner), and likewise, they dont really seem to like taking shotguns.. but once again, hope to have that fixed soon.

and in the next version they will 100% certainly be picking up walkies if they see them, but currently they fail at that too.

might update the readme to say "this is currently broken" etc. but most of it works. ๐Ÿ™‚

insane should be 100% working, as should deceiving, and cunning (except the breaker box.. if thats in a bad place, then any masked going for the breaker box will bug out, trying to fix that once and for all right now)

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oh i should add, stealthy looks weird in how they act.. and aggressive is mostly broken (aside from them wanting to kill you, as yeah, they dont go for shovels/shotguns atm)

quartz comet
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Here's an idea that might be interesting:

  • Have the mimic be able to pick up a flashlight on the ground. This is partially to remove gear players might try to go back for.
  • The mimic will keep the flashlight off for the most part, as it will not want to be noticed by the player.
  • If the mimic detects the player is holding a weapon when coming towards the player, the mimic will attempt to toggle the flashlight on in an attempt to blind a player that's potentially ready to attack it.
  • The mimic will drop the flashlight in order to grab onto the player. Maybe some compatibility could be added for Reserved Flashlight Slot/Reserved JSON Slots where the flashlight won't drop as it should be on the mimic's person, and instead just get turned off again.
cedar estuary
patent swift
rough loom
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Think masks will be able to use #1205643578764693524 walkys as well? since I'm pretty sure it works the same way only different is less charge and spawns inside

patent swift
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if those walkies replace the originals, and use the originals speaker, then yes, if not, then maybe not.

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all the masked walkies thing does is.. look for ALL "WalkieTalkies" and play to their "target" audio source... so as long as its a "WalkieTalkie" and has a "target" that plays audio.. it should work

patent swift
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nvm.. no it isnt. (dont worry, made a stupid claim, regretted it instantly :D)

visual cosmos
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idea

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add support for maskthedead

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masked will seek out masks to try to place 'em on corpses

patent swift
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so finally.. after many days... (10?) of writing code... (mostly for the main feature of this patch, which took at least 5/6, maybe even up to 8/9, lol)...

uploaded version 0.1.9 - Mirage Integration Patch
-Fixed Masked Picking up WalkieTalkies (previously they would not pick them up)
-Added integration with Mirage, masked will now play mirage audio through walkies to trick you (Stealthy/Deceiving/Insane only), audio will only play through walkies if someone has an active walkie far enough away from the masked, the starting rate is 50% chance, more far players with walkies will increase that chance)
-Fixed an issue regarding a conflict with "SignalTranslatorUpgrade" mod.
-Fixed a softlock from where a masked dies while using the terminal.

Please Note:- there is an issue with the animation in LI for "Holding 1 Handed Items", its existed since the MaskedAIRevamp days, i dont have a fix for it yet, but hoping to have one soon. I chose to keep using the animation instead of having masked holding 1 handed items weirdly.. this mainly affects walkies being carried, so if you want less log spam, turn off the audio integrations for mirage/skinwalkers/wendigos and the masked will not pick up walkie talkies

some information on how the mirage integration works as its a bit different from skinwalkers/wendigos...
1 - if more than 1 walkie exists in the map when the masked spawns.. then "walkie integration" is enabled.
2 - if the masked sees a walkie talkie on the ground, they will pick up the walkie talkie
3 - if the masked is speaking using mirage, they run a check for "other walkies", depending on how many walkies exist that are not very close to them , not turned off, and not in their vision.. they will use the walkie to speak to other players. (if a walkie is turned on and far away, then the minimum percentage is around 50% activation chance i think, i was testing using 4 walkies, 2 turned off, 1 in the masked's hands, and 1 in my hands turned on)
4 - if the check PASSES, they will turn their walkie on, press the speak button, the audio will be heard on all turned on walkies, and then they will let go of the button, and turn off the walkie.
5 - if the check FAILS, they will not speak through the walkies.

if you have questions, feel free to ask, if you find bugs, do tell as im sure there are things that can be improved.

and last but no way near least!..

thanks to @fallow sun for all the assistance with integrating mirage with LI - could not have done 99% of it without you, it was honestly not as simple as what i first imagined when i looked at the skin walkers integration many months ago! ๐Ÿ™‚ but we got there in the end!

patent swift
fallow sun
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woohoo lets gooooo

visual cosmos
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hooray

patent swift
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sorry to say.. another update.. i literally found out i could fix this myself around 30 mins after i uploaded v0.1.9 xD

Uploaded v0.2.0 - Mirage Integration Patch (Hotfix)

  • Fixed the NullReferenceException relating to PlayerAnimationEvents.UnlockArmsFromCamera when masked hold 1 handed items (generic 1 handers, including walkie talkies and flashlights too)

for anyone who cares.. this issue (#1240985198485573743 message) was caused by the 1handed and flashlight animations having an event leading to that function.. which is clearly meant for players, not masked. xD (so i removed the event from those animations.)

full slate
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noob question, how can I try this mod?, even with the latest patches?

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is already out in thunderstorm? or I need to compile on my own?

patent swift
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its on thunderstore. just search it.

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does the "WIP" make you think its not on thunderstore? xD if so i should probably change that to experiemental or something.

fluid shore
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I mean you have the link in the main fourm post so... yeah, it's there already out on thunderstore

patent swift
fluid shore
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haha not even a pin at all. If it's the 1st time they open this, It sshould default to the top/main post right?

full slate
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not on mobile at least

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also I can't find where to see pinned messages here on mobile

fluid shore
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ah, so discord strikes again, with questionable design choices

full slate
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will try on thunderstore then ๐Ÿ˜Š

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thanks for the patience

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and yes, because is WIP I thought it was not released yet

patent swift
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[EXPERIMENTAL] Lethal Intelligence

patent swift
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btw, i should mention, since 0.1.9 there has been another error.. when mirage isnt installed.. a null reference has been occuring, only found out this morning, should have v0.2.1 out shortly to fix it (pending testing). an oopsie on my part (tested mirage was working, but forgot to test if mirage wasnt installed xD)

frigid crater
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[19:00:55.5337571] [Error : Unity Log] TypeLoadException: Could not load type of field 'LethalIntelligence.Patches.MaskedAIRevamp:maskedFocusInt' (3) due to: Could not load file or assembly 'LethalNetworkAPI, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Stack trace:
System.RuntimeType.GetMethodsByName (System.String name, System.Reflection.BindingFlags bindingAttr, System.RuntimeType+MemberListType listType, System.RuntimeType reflectedType) (at <787acc3c9a4c471ba7d971300105af24>:IL_001B)
System.RuntimeType.GetMethodCandidates (System.String name, System.Reflection.BindingFlags bindingAttr, System.Reflection.CallingConventions callConv, System.Type[] types, System.Int32 genericParamCount, System.Boolean allowPrefixLookup) (at <787acc3c9a4c471ba7d971300105af24>:IL_0010)
System.RuntimeType.GetMethods (System.Reflection.BindingFlags bindingAttr) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
HarmonyLib.PatchTools.GetPatchMethod (System.Type patchType, System.String attributeName) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_000D)
HarmonyLib.PatchClassProcessor..ctor (HarmonyLib.Harmony instance, System.Type type, System.Boolean allowUnannotatedType) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_00A4)
HarmonyLib.Harmony.CreateClassProcessor (System.Type type, System.Boolean allowUnannotatedType) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000)
HarmonyLib.Harmony.PatchAll (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000)
LethalIntelligence.Plugin.Patch () (at ./LethalIntelligence.cs:171)
LethalIntelligence.Plugin.Awake () (at ./LethalIntelligence.cs:136)
UnityEngine.GameObject:DMDUnityEngine.GameObject::AddComponent(GameObject, Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()

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This error happens when launching the game. Mirage is installed.

patent swift
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you are missing LethalNetworkAPI

frigid crater
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Nope its in the pack too

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oh wait nvm

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It was disabled some how my bad

fluid shore
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happens. I remember updating YesFox incorrectly, as Dev1A3 is slowly renaming the .dll files. TSIO would have fixed it, but I have a TSIO > Test Environment

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so there was two of the same mod, and it didn't like that

frigid crater
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Lol the struggles of juggling mods around. Don't even remember disabling it but I guess I did by accident lol

native carbon
patent swift
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i just had an issue with GALE... i turned off a mod, and it was showing as on in the log.. had to turn it on and off 50 times, then suddenly its off (but when i looked at the folder.. it was not enabled.. so it was somehow loading when not enabled lmao)

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im also getting issues now where part of my mod isnt loading... for no reason xD (test build). so looking for a way around that issue as its happened before.. xD

patent swift
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if someone has had the game open recently, with mirage + LI installed, could you send me your log file? i feel like my lethal company isnt playing ball xD

frigid crater
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[20:03:35.8746740] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
LethalIntelligence.Patches.MaskedAIRevamp.UsingTerminal () (at ./Patches/MaskedPatches.cs:3537)
LethalIntelligence.Patches.MaskedAIRevamp.MaskedDeceiving () (at ./Patches/MaskedPatches.cs:2674)
LethalIntelligence.Patches.MaskedAIRevamp.FixedUpdate () (at ./Patches/MaskedPatches.cs:1352)

[20:03:35.8906884] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
LethalIntelligence.Patches.MaskedAIRevamp.UsingTerminal () (at ./Patches/MaskedPatches.cs:3537)
LethalIntelligence.Patches.MaskedAIRevamp.MaskedDeceiving () (at ./Patches/MaskedPatches.cs:2674)
LethalIntelligence.Patches.MaskedAIRevamp.FixedUpdate () (at ./Patches/MaskedPatches.cs:1352)

frigid crater
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Also this mimic was trying to use the terminal.

patent swift
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can i get the log then?

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i can only assume, that, the masked used the terminal after a mine was detonated or a turret or spike trap was removed.

frigid crater
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Oh Right Black Mesa doesn't have those on it

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[20:18:06.5129176] [Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Animator.ResetTrigger (System.String name) (at <5d72b68986b04a96815303374320f4d3>:IL_0001)
LethalIntelligence.Patches.MaskedAIRevamp+<>c__DisplayClass226_0.<mirageDeactivateWalkieSpeaking>b__0 () (at ./Patches/MaskedPatches.cs:5031)
System.Threading.Tasks.Task.InnerInvoke () (at <787acc3c9a4c471ba7d971300105af24>:IL_000F)
System.Threading.Tasks.Task.Execute () (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
--- End of stack trace from previous location where exception was thrown ---
LethalIntelligence.Patches.MaskedAIRevamp.mirageDeactivateWalkieSpeaking (System.DateTime endTime) (at ./Patches/MaskedPatches.cs:5024)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0002)
UnityEngine.UnitySynchronizationContext.Exec () (at <e27997765c1848b09d8073e5d642717a>:IL_005D)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <e27997765c1848b09d8073e5d642717a>:IL_0014)

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Was this the one you said was fine?

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[20:18:04.1428726] [Error : Unity Log] NullReferenceException
Stack trace:
Mirage.Domain.Audio.Receiver.onReceiveFrame (Mirage.Domain.Audio.Receiver+AudioReceiver receiver, Mirage.Domain.Audio.Frame+FrameData frameData) (at ./Mirage/Domain/Audio/Receiver.fs:61)
[email protected] (Mirage.Domain.Audio.Frame+FrameData frameData) (at ./Mirage/Unity/AudioStream.fs:67)
[email protected] (Microsoft.FSharp.Core.FSharpOption1[T] frameData) (at ./Mirage/Domain/Audio/Sender.fs:62) Microsoft.FSharp.Control.AsyncPrimitives.CallThenInvokeNoHijackCheck[a,b] (Microsoft.FSharp.Control.AsyncActivation1[T] ctxt, b result1, Microsoft.FSharp.Core.FSharpFunc2[T,TResult] userCode) (at D:/a/_work/1/s/src/FSharp.Core/async.fs:528) Microsoft.FSharp.Control.Trampoline.Execute (Microsoft.FSharp.Core.FSharpFunc2[T,TResult] firstAction) (at D:/a/_work/1/s/src/FSharp.Core/async.fs:112)
--- End of stack trace from previous location where exception was thrown ---
<StartupCode$FSharp-Core>[email protected] (System.Runtime.ExceptionServices.ExceptionDispatchInfo edi) (at D:/a/_work/1/s/src/FSharp.Core/async.fs:1798)
Microsoft.FSharp.Control.AsyncPrimitives+StartWithContinuations@1188-2.Invoke (System.Runtime.ExceptionServices.ExceptionDispatchInfo x) (at <12b89e0ba184665de418f7f4c173580f>:IL_0000)
Microsoft.FSharp.Control.Trampoline.Execute (Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] firstAction) (at D:/a/_work/1/s/src/FSharp.Core/async.fs:138)
<StartupCode$FSharp-Core>[email protected] (System.Object o) (at D:/a/_work/1/s/src/FSharp.Core/async.fs:181)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0002)
UnityEngine.UnitySynchronizationContext.Exec () (at <e27997765c1848b09d8073e5d642717a>:IL_005D)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <e27997765c1848b09d8073e5d642717a>:IL_0014)

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This error was dropped first. Both were the result of going to orbit. after the mimic killed me. Sorry I'm just running some tests and figured I should drop errors I get.

patent swift
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can you send the log file please?

fallow sun
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pretty sure glitched npc is using an old version of mirage

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so can't use lethalintelligence with it

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like not with the compatibility setting i mean

frigid crater
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Nope i'm updated

fallow sun
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ah

frigid crater
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I'm testing both out

patent swift
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well on that subject...

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i recorded a sentence earlier.. "something... something else"

it split into two clips.. very brief pause xD

frigid crater
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yeah i'm not liking the new short delay catch.

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what was it 600ms or something?

patent swift
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sorry for yet another small update.. :/

uploaded v0.2.1 - Mirage Integration Patch (Hotfix 2)

  • Fixed an issue where Mirage was considered a hard dependency and so would break the mod (and potentially the game) if mirage was disabled/not installed.
fallow sun
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ill probably bump it to 2000ms for a test sometime this week

frigid crater
# fallow sun ill probably bump it to 2000ms for a test sometime this week

sweet. Can you also sneak back in the become mimic on death config if its easy enough lol I'd really love to not have to install another mod for that if possible. Your version was sweat and simple. Nothing extra to it just a simple roll the dice upon death and oh a mimic. If you say no I understand lol

fallow sun
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would require a bit of work just to make sure nothing bugs out so i don't really wanna do that since i have no time rn, sorry

potent marsh
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Anyways, my only bit of feedback from my brief testing of this mod is that AI that likes to go to the ship and watch the monitors, i assume the Cunning or Deceiving one, it should drop the act the second it receives damage from a player or is stared at for too long, since after 1 hit you can tell its a mimic from the sound+animation but it kinda just continues staring at you. It also stares at you way to long without moving or looking around which gives it away. If it did slight little sidesteps or moving its head around a bit, even looking back at the monitors, crouching etc. it would be convincing for longer

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Also i was seeing that some of the masked hold out their hands, regardless of if i disabled the GeneralImprovements settings for it. I feel like they shouldnt rly do that even for the less stealthy ones, as theres no second guessing if they are a masked or not

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I think all of the AIs shouldnt have arms out

patent swift
# potent marsh I think all of the AIs shouldnt have arms out

i dont enable that, or disable it, infact.. my mod actively does other animations.

how often do you see "arms out"?

when im testing my mod, i NEVER see arms out..

I have "arms out" disabled in mirage, i dont use general improvements, could it be that general improvements is conflicting with my mod (to the like which i alluded in the readme?)

the only time that "arms out" MAY occur (according to my mod) is when they try to kill you.

potent marsh
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oh crap, i didnt disable arms out in Mirage, forgot mirage has that

patent swift
patent swift
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every single "update" in their code, i force animations on them ๐Ÿ˜› (for movement, and for item holding/not holding)

so, they really cant be holding their hands out... unless my mod goes "its ok", or another mod blocks that from happening.

potent marsh
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I have this disabled in GI, and i also tried with it on, but i didnt change any of my Mirage settings going in with this mod

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My mirage settings whilst using it is:

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i suppose i can experiment, toggling each mod's thing on/off and spawning a bunch of masked and see what combination causes it to occur

patent swift
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thanks for the feedback anyway, i like feedback.

current thing im working on though is a bracken style "run away from player" for stealthy, where they run away like a bracken.. and hide .. waiting to pounce on you when you come around a corner.

patent swift
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btw, i dont know how the animator works.. but i read a long while ago, if someone does it bad, and uses the same one as someone else, then, it will break everything xD so maybe look at other mods bugging out animation wise?

potent marsh
patent swift
# potent marsh

well i checked out a likely culprit (zombies), but no joy, they spawned arms out.. until my mod went "no" and gave them an animation.

if i was you, i would install a mod for spawning enemies, turn off half the mods, and see if the arms still appear.

if they dont, turn off more, and more, until the arms stop being out.

then you know its one of the last set of mods you turned off.. and then can do those 1 by 1.

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it could also be.. that, something broke my mod.. at which point.. its not my mods fault, but there should be an error in the log so i can fix it, so do let me know ๐Ÿ™‚

potent marsh
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Well, i'll start with the ones that i know for sure mess with Masked (GI, Mirage and TooManyEmotes) and then try more from there if that doesnt check out

patent swift
#

just remember to leave one mod enabled, that does disable the arms, otherwise the arms will pop up in vanilla xD

potent marsh
#

I disabled GI and TooManyEmotes (Mirage still enabled), was still getting it, then disabled Zombies and i am not getting it anymore
So its probably what you described earlier where its when they initially spawn. However for me they never really "fixed" themselves much. i suppose they got fixed whenever your code happened to override their current animation which would be effectively random from my pov

#

i will try putting GI and TooManyEmotes back on tho whilst Zombies is disabled to see if they still behave properly

opaque cypress
#

ive had that happen sometimes, most of the time they behave normally but once in awhile they still use the arms out animation. i have this mod, mirage, and toomanyemotes

potent marsh
#

This mod does prevent TooManyEmotes masked emoting from working though, even if set to always emote on first meeting which is a shame

potent marsh
random slate
wet quiver
#

Any ideas as to what causes this? I dont have any mods (I dont think) that effect masked other than this and mirage
I suppose theres also general improvements but I dont have literally anything related to the masked enemies on it

patent swift
patent swift
patent swift
random slate
patent swift
patent swift
# wet quiver Any ideas as to what causes this? I dont have any mods (I dont think) that effec...

2143 =

if (__instance.CheckLineOfSightForPosition(walkie.transform.position, 60f))

__instance = EnemyAI MaskedAIRevamp (the attached component of my mod, on MaskedPlayerEnemy)
walkie = the walkietalkie its currently looking at...

so i guess i need to add a "if walkie==null" check just before this, although its weird as a loop just starts there after grabbing all walkie data.

for the second error.. (which i only just saw), what interior is that on? and can you describe the apparatus to me?

line 3059 =

apparatus.EquipItem();

once i know the interior, i will have to look at that... but i think? that calls the apparatus being pulled out (even though i dont pull it out)

random slate
# patent swift I Did install your mod with default settings and try it but masked arms were dow...

All I do is play an animation to cancel the spawn anim in start, and what I've consistently seen is that they spawn in idle essentially
You say you think it's normal for them to put their arms out on spawn, so I wonder if they have them out whenever they spawn with your mod installed and it's just obvious with Zombies cause they tend to spawn in front of players

Either way, I'll try and figure it out when I'm back from work

surreal stump
#

any potential issues with the Deceiving Masked picking up and using a walkie while ReservedWalkieSlot is enabled?

#

oh I guess not just Deceiving, just didn't finish reading the updated personalities

patent swift
#

thinking about it actually... trying to do that may cause me a lot of problems.. hmm ๐Ÿ˜„ (unless i just make the "held" one invisible or something), and disable the animation changes.. lol

potent marsh
patent swift
potent marsh
random slate
#

so
I'm not seeing the masked having arms out with both mods enabled
what I am seeing is the spawn animation playing + the masked walking around which does look a bit jank
tested with mirage
tested with general improvements

#

though might be visible on clients actually forgot to see

#

still the same

patent swift
#

so LI breaks your updated spawning animation?

random slate
#

hmm I do have some junk code that also messes with animation, lemme see if removing that does anything

#

actually looks like that function doesn't fire

#

the only thing I do that messes with animations should be

        [HarmonyPostfix]
        private static void StartPatch(MaskedPlayerEnemy __instance)
        {
            __instance.timeSinceSpawn = 4;
            __instance.creatureAnimator.SetTrigger("HitEnemy");
            __instance.SwitchToBehaviourState(0);
        }```
#

the only other issue I'm seeing is mirage not removing the masks from the zombies but seems to be due to how mirage removes the masks
I haven't seen the masked have arms out with mirage or GI having that disabled
and LI is applying behaviours to zombies according to console

patent swift
#

with just your mod, they seem to pop up right, and move

random slate
#

functionally it seems like the only compat issue is the spawn animation playing, from what I could find at least

patent swift
#

wait so what happens when your mod tells them to kill and my mod doesnt? ๐Ÿ˜›

wet quiver
patent swift
#

because stealthy in my mod is told to run away (badly) and just sort of lingers nearby staring at the player

#

(an example of confliction, because it wants to kill, but my code doesnt stop it from doing so when telling it to run away, hence, bad :D)

random slate
#

I'm not touching the AI aside from that small code block, which is in place so that they're able to get into a kill animation right after spawning

patent swift
random slate
#

the bulk of my mod is just spawn logic

#

...well
more like timers for spawns

patent swift
#

but this says to me that we need to work it so when your mod is installed.. my mod should delay what its doing, or you should block it until your part is done. ๐Ÿ˜›

#

maybe i will add in something, that first 10s after spawning, my mod does no updates.

random slate
patent swift
random slate
#

the lengthy part is when it's still just a dead body
if you look at the vids I sent again, the part where the body is bumping into the air is the pre-spawn stuff
after that it's only what I run to assign the player lookalike stuff and the small bit of code in start

patent swift
#

yeah i just mean, i need to delay my updates until a few seconds after spawn i assume.

#

maybe only need to delay it if the masked spawned from a dead player.

#

(and if your mod is installed)

random slate
#

I'm not entirely sure on how mod to mod stuff goes, only one I've done was compat for modelreplacement which is just checking for a component if the mod is installed
If it's possible to grab a list from my mod then that's easy, but just lmk what you need on my end

patent swift
potent marsh
#

Some other feedback i got from the people i play with is that having it so theres just a chance for these AIs to be in effect rather than applying it to all masked, or being able to select which masked can do stuff (e.g. masked created from converted players can do all the unique stuff like sabotage apparatus, whereas naturally spawning ones cant) would be neat for balancing
But idk how realistic that is for you to implement

#

It would be good i think tho for mods like Zombies, or in Mirage + my personal pack whereby Masked can spawn on basically any moon
If all of them have this new AI it could get very oppressive and kinda shift the focus of the game on managing and looking out for masked more if that makes sense
Mind you thats not a bad thing, but it's different enough where it can definitely alienate some people and change stuff up a bit too much

patent swift
potent marsh
patent swift
potent marsh
#

oh btw, another thing, idk if its specific to the warehouse, but the masked seem to get stuck at the front door alot
I did alot of my testing on Experimentation which has a decent chance for it. I figured maybe it was because the Warehouse uses those lil keypads at the side as their "doors" to exit

patent swift
potent marsh
#

yeah, i was gonna say or else it camps people

#

honestly if they just mindlessly wander the nearby area for a bit that would probably work fine

patent swift
potent marsh
#

Yeahh. its happening quite alot, to the point where we cant rly have it active atm
I will have a clip too

patent swift
#

ill try to get a quick patch out soon, reduce the timer on that, the main reason for it is to stop them going in out repeatedly (ie to give them time to walk away), not so they sit there xD

patent swift
#

just had a look, the timer isnt actually that high.. i think its just i didnt implement it good enough, they are being told to go for a wander if they cant teleport.. but I am guessing while they are being told to wander, they are also being told to go to the entrance.. so ill have to look and modify that. ๐Ÿ™‚

patent swift
#

ah im wrong, its related to "PooluginRooms.dll" which is part of liminalpools..

#

sad to say tried it on liminal pools too... didnt get the error, ill report it to the maker of liminal pools though as i cant see their code, so dont know why it occured if it was related to their mod ๐Ÿ˜„

wet quiver
#

Does the mod itself have compat issues with the starlancer AI fix and the starlancer escape?
Other than those I dont believe I have anything that effects any AI or masked.

patent swift
patent swift
#

i dont think its realted to ai/masked

#

i think its related to the apparatus

#

whatever interior is doing something with the apparatus.. or something bugged out

wet quiver
#

The liminal pools did put rhe appartus in a uniwue position

patent swift
#

but im not able to replicate the issue. so yeah, i dont know what to make of it

wet quiver
#

And i think the school does something similar

patent swift
#

i tested, in both cases, the masked "sabotaged" the apparatus,, no errors.

wet quiver
#

The hell lol

patent swift
#

yeah i d k

wet quiver
#

Ill just test more I suppose. Couldve been one off

patent swift
#

the only "possible" thing might be, im testing solo, and maybe its a "networking" issue so it only shows up when multiple people play

wet quiver
#

Itncould be yeah. It seemed like it cropped up when my friend was near the front door and a masked got him

patent swift
wet quiver
#

But idk when it happened exactly thatd just when i saw the maskrd

#

Gotcha gotcha

patent swift
#

so what exactly happened?

#

was your friend holding the apparatus?

wet quiver
#

I dont really know. I was checking the map and saw the masked nesr the front door and a dead friend. And that popup filled the log
No he wasnt

#

No one had it

patent swift
#

ah, well, this is unrelated to your friend dying then

#

the code in my mod that triggered something, was related to the masked sabotaging the apparatus.

#

so the one causing it would have been next to the apparatus

#

if it had of been in a players hands.. then it could have been that i didnt account for that scenario properly. lol

wet quiver
#

Gotcha
Ill just tey to pay more sttention ig it happens again to see whats happening exactly

#

Sorry for typos
I am drunk and it is late ๐Ÿ˜”๐Ÿ™

patent swift
wet quiver
#

Its 6 am for me!

patent swift
wet quiver
patent swift
# potent marsh Yeahh. its happening quite alot, to the point where we cant rly have it active a...

ok.. so... this.. and... the issue with masked "watching the monitors" and using the dodgy spot inside the bunkbeds to do so.. are actually the same issue.

i thought the thing in the ship was the ships hiding spot being moved.. im WRONG.

after trying to fix the first issue, increased the delay between entering/exiting the interior to a stupidly high number.

when on the interior.. they acted weird as f..
when on the outside.. they walked and stared at the monitors

in both cases they were told to "look and run randomly" which is a vanilla function.

as soon as i disabled that part of the code.. they just behaved normally.. so i dont get whats occuring.. but im just going to stop making them use that vanilla code..because once again vanilla jankyness has struck again ๐Ÿ˜„

#

otherwise, need to think about how ill pull the masked away from the door on the interior if there is no apparatus/breaker box, maybe have them just walk to a nearest item.. lol

patent swift
# random slate I'm not *entirely* sure on how mod to mod stuff goes, only one I've done was com...

ok, so.. uh..

i dont know what to say.. all of my code runs via FixedUpdate.

I put this code in, and it spams CONSTANTLY for a solid 5 mins (the time that i set it to run for to make sure my code is doing nothing).. and the moment they spawn, the masked move and do things... so i think its vanilla code that is causing the issue, tried disabling masked features in my mod, and it does act differently.. but i dont know why.

public void FixedUpdate()
{
    if(delayedStartTime > DateTime.Now)
    {
        Plugin.mls.LogError("Awaiting Corrected Start Time -> "+delayedStartTime.ToString() + " @ current time = "+DateTime.Now.ToString());
        return; //delaying the start time for zombies
    }
//all the rest of the code
}

the only thing i can assume is, when i run this in start(), it is causing the issues, but i say that only because i heard a while ago, that using the same animator/etc, one can break the other, vica versa. I have no clue how to make them work together, or let your stuff run first, ive tried delaying my stuff from running, but no joy, so might be a good time to ask someone else what the issue is xD

            if ((Object)(object)creatureAnimator.runtimeAnimatorController != (Object)(object)Plugin.MaskedAnimController)
            {
                creatureAnimator.runtimeAnimatorController = Plugin.MaskedAnimController;
            }
potent marsh
patent swift
potent marsh
random slate
patent swift
#

sorry, i just saw in the code what you meant, yes it is.
MaskedAnimController = Bundle.LoadAsset<RuntimeAnimatorController>("MaskedMetarig.controller");

#

as you can tell, i know jack about animation ;o and im actually running on 0 sleep right now so bit dopey ๐Ÿ˜„

random slate
# patent swift i didnt set it up, so no clue, my mod is a continuation of MaskedAIRevamp, it wa...

๐Ÿค” it may just be as simple as doing SetTrigger("HitEnemy") after you assign the new animator, and then I disable my animation play when your mod is installed
Cause if you're setting a new one then given what I'm seeing it may be doing my code in start first and then you reassign the animator so mine ends up doing nothing
As I said, the only issue I was seeing is that the spawn animation was playing, everything seemed to be acting just fine otherwise
I know @potent marsh was saying that the arms were going out sometimes but that's not an issue I saw when I was testing with zombies, Mirage, LI, and GI so would need more info on that

potent marsh
patent swift
#

well, that would all make sense.. because, when the mod is disabled, the animator isnt assigned.. which would explain why things looked different, but i couldent confirm.. because, i couldent get a dead person to revive (not familiar with your mod, so i dont know the conditions required, but i felt i met them, but just could never get it to occur)

patent swift
patent swift
random slate
random slate
patent swift
patent swift
#

this is assuming btw, that your animator gets assigned before mine ๐Ÿ˜„

random slate
patent swift
#

the only problem with that though is.. if your mod revives a twice dead masked, i d k what happens then

random slate
#

I don't respawn masked
I spawn a new one

patent swift
patent swift
random slate
# patent swift maybe i can look at your code, and use the vanilla animator too.. as i said, i d...

https://github.com/Synaxin/LethalZombies relevant stuff to masked spawning is gonna be in Patches/MaskPatches and Scripts/ZombieNetworkManager in OnMaskSpawnServer, OnMaskSpawnClient, and waitForMimicEnemySpawn (OnSpawnResponseServer is something I was trying and forgot to remove)

GitHub

Contribute to Synaxin/LethalZombies development by creating an account on GitHub.

patent swift
#

interesting question, is "HitEnemy" a vanilla command?

#

trigger* sorry

random slate
#

SetTrigger is base unity
"HitEnemy" is the trigger that it sets
lemme pull up the animator for the enemy rq to give some visual aid

patent swift
#

no i know

#

im asking if HitEnemy is in the vanilla animator, doesnt look to be though

#

im going to do something "fun", disabling my animator, and seeing if the animations still occur.. lmao

random slate
#

reason why I'm doing that trigger in particular is that the animation it plays can be played from any state, so it can stop the spawn anim

patent swift
#

but that means its a vanilla animation?

random slate
#

yes

patent swift
#

ah, that might be the fly in my ointment

#

a lot of my animations are not vanilla

#

they copy PLAYER animations, edited, and used on the masked.

#

ill output a dev build of my mod and send you it, then you can test it with your mod, see if it leads to your animations working?

random slate
#

sure

#

oh
could you make sure it has a log in your maskedplayerenemy start patch

#

I want to see who's goes first

patent swift
#

im guessing mine goes second, because my maskedplayerenemy start patch only triggers ADDING the MAIR component... which then starts.. and adds the new animator controller

so ill put 1 in for the patch's start, and one in the MAIR start.

#

the two things to look for in the log, both errors..

MaskedPlayerEnemyPatch AWAKE for Synaxin
MAIR START for Synaxin

there is no START under maskedplayerenemy patch, its just an awake loading the mair component (that has an awake, and a start)

the animator is loaded in the mair start, but in this build its disabled, no clue if my animations are working, but no errors.

#

the arms out, i am going to guess, is the conflict between the animators.

#

interestingly, my animations seem to be working xD so confused.

random slate
# patent swift interestingly, my animations seem to be working xD so confused.
[Warning: Unity Log] HeadMaskTragedy is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The RandomPeriodicAudioPlayer component was skipped during spawn!
[Info   :  Imperium]  - SPENT IN VISUALIZATION: 0
[Debug  :   Zombies] Added Player to Zombie List
[Info   : Unity Log] Got network object for mask enemy
[Message:   Zombies] Received Mask Server Zombies.Scripts.ZombieSpawnInfo
[Message:   Zombies] Received Client, Unity.Netcode.NetworkObjectReference
[Debug  :   Zombies] Entered Spawn Coroutine
[Debug  :   Zombies] Wake Tick Complete!
[Info   :qwbarch.Mirage] MaskedPlayerEnemy(5c95c6c2-1b00-4bd0-a2cf-92641a40cc3a) - Mimicking player #1
[Message:   Zombies] Zombies Start Patch MaskedPlayerEnemy
[Error  :LethalIntelligence] MAIR START for Synaxin
[Info   :LethalIntelligence] ```
was getting up without spawn animation
were all of your animations working? item interaction, being on console, etc.
patent swift
#

being on console, yes, picking up 1 handed zap gun, yes, thats what i checked, i figured thats enough.

#

the only slight concern with that is, they are originally vanilla animations, but without my bundle im pretty sure they dont load.

patent swift
#

but in that build, my animator isnt assigned, its still in the bundle, but doesnt get applied at runtime

#

anyway, i have a busy few days ahead of me so ill have to pick this back up after that.

#

v0.2.2 uploaded

  • Potentially fixed a null reference exception when the masked sabotage the apparatus (only seen once on Liminal Pools (i think) so far, hopefully never again :))
  • potentially fixed masked standing at the main entrance and fire exits, as well as standing in the ship staring at the monitors (thanks vanilla code for not doing as expected)
  • potentially fixed a null reference exception when a walkie is picked up
  • added new Activity (findRandomItem)
  • fixed some null reference errors in the masked status report
random slate
#

.......a-
so my spawn coroutine plays after you set your stuff
stuck the settrigger in there and now it's fine

patent swift
#

(cause they have the animator enabled)

random slate
#

that was with 0.2.1, not the build you sent

patent swift
#

oh ok, cool.

#

ill assume, with the test build, its the same, cause all im doing is disabling the animator controller being changed.

random slate
#

I'll release a patch with this + the fix for the issue I had with mirage
also, do you want me to include a list of zombified players in case you wanna mess with their personality when they're a zombie?

patent swift
#

but its good news for me, i was reading up about what my mod is doing, and i think my animator overrides the default one for my animations.. or something, i d k

random slate
#

yeah, though from the looks of it it's basically a copy of the vanilla animator with some of the player animations thrown in

patent swift
random slate
#

meant more for choosing certain personalities

#

it works fine, mostly asking if you want the opportunity to add some spiciness lol

patent swift
#

oh nah, the personality choice is random... maybe another time, when my stuff all works like dandy, we could do an integration where i make a personality.. that is specific for zombies ๐Ÿ˜› but rn i have too much shit to fix xD

random slate
#

that
is
fair lol

patent swift
#

if you mean a list i can access, sure, but not sure i need it.

#

wont need it now, but could use it later to add said spicyness. ;o

random slate
#

can you access a variable that's public in plugin.cs? I dunno what you can access from my mod so I'mma need to know where to put it

#

related question, is setting personality all host side?

patent swift
#

erm, not sure... but... if its public, i should be able to access it, as long as i know where it is.. i would just need to do a "using zombies;" or w/e

#

then reference the list

#

as long as its a list of string or something, it shouldent be a pain.

#

like ive already got skinwalkers, and i just need to put that in a subfunction so it didnt error when mirage stuff ran nearby.
Likewise, mirage's stuff required similar, but that also had a custom class.. was more pain, but doable and similar in the end.

patent swift
#

(bools arent for the personalities, i mean for various decisions.. but it made me think about how personalities are lol)

random slate
#

hmm...
for referencing specific masked, I've been using NetworkObjectReferences cause otherwise.... issues

with host only could also do MaskedPlayerEnemy and then you'd just have to check if the list contains __instance
ah well, I'll try making some things for now and we can sweat the details later

patent swift
#

thats cool, no rush, as i said, lots of shit to fix, and i really need to get going, was nice chatting about stuff though, and glad a resolution was found for the animation issue, just sorry i wasnt much help xD

random slate
#

thanks for all your assistance with this and sorry for the trouble lol
such a greaaaaat feeling fixing an issue with 1 line of code after a few hours of troubleshooting

patent swift
#

and your welcome btw, we are all here to muddle along together and make great stuff (well i hope xD)

stable trout
#

Found one of these lag spikes, not sure the log will do any good,

#

Not expecting a fix right now, and for that matter might be a mirage fault when comboed, but probably disabling because that lag spike is awful

patent swift
# stable trout Found one of these lag spikes, not sure the log will do any good,

I'll have a look at it when I get a chance but that looks like something broke out of the ordinary. I saw those errors in testing, but it was when I was getting it working, so looks like something funky happened.

If you turn off the mirage setting in the configuration it won't occur though as the masked won't pick up walkies if you have mirage installed.

patent swift
# stable trout Not expecting a fix right now, and for that matter might be a mirage fault when ...

ok,had a look at this, seems the original way i was handling this was correct, but wasnt working for me, i switched it to another way, which is apparantly throwing an error (the one you got) because its null.

ill try testing the original way, but if that doesnt work, then i will just add a null reference check and it should clear up the error, as im guessing that this happened as the moon was being left, or as a player died/dropped/turned off their walkie, or something.

patent swift
# stable trout

ok, ive totally replaced the lines that triggered this error, so hopefully its resolved, let me know if it occurs again, but it shouldent do, the fix will be in v0.2.3 (whenever i release that as i want to try to add a few more things first)

stable trout
# patent swift ok, ive totally replaced the lines that triggered this error, so hopefully its r...

Well hopefully something good comes of that then. I'm running too many mods to know if some third party was causing the issue, but there was no dead bodies. I assume a walkie from Remnents maybe was involved? There was a mile of errors about not being able to pick up a walkie. Not entirely clear what was happening, was mostly focused on other things till the lag spike and I knew the errors were no longer harmless.

patent swift
stable trout
#

Remnants is in the rotation, and I never had any walkies for any other reason, so maybe

#

I'm looking at 180 mods. granted some aren't related in the slightest, but it could also be something else obscure

#

Mirage, Remnants, and this are the only things that I could think of however, unless some Sound APIs are causing it

patent swift
#

so my guess is, while its a walkie by type.. its not got the right variables set, so when my mod interacts with it, it freaks out and goes "i cant do that".. leading to the error

patent swift
# stable trout Mirage, Remnants, and this are the only things that I could think of however, un...

so, i can only assume that there was a person killed while holding a walkie, or that said walkie evaporated (maybe ate by a giant/worm?), with it turned on, as the masked were speaking to it, or something.

ive tested with remnants as best as i can, and im not seeing an error on my old code, or my new (and thats with me noticing remnants causing other issues for my testing purposes), but as i say, in the next version, the line that it is erroring on, isnt present, so im hopeful either way, that the error is fixed.

stable trout
# patent swift so, i can only assume that there was a person killed while holding a walkie, or ...

No one had died, I was solo running around in god mode testing some stuff out real quick. I don't think I had worms inside to cause that. Never had spawned any walkies myself. And other walkie effecting mods I had are client-sided, like hearing it in an area or hotkey. Could have been something patching it, or Imperium doing something funky, but that might not be worth the effort. Good hunting on those bugs. This mod certainly seems to make them much better doppelgangers.

vague tulip
#

Is it normal for the mask to keep going to fire exit and then main entrance and repeat over and over again? ||(They were insane and already disabled the apparatus and kept going back and forth everytime.||

patent swift
patent swift
stable trout
vague tulip
patent swift
stable trout
patent swift
patent swift
# vague tulip (I had a few extra mods but I don't believe they should mess it up unless I try ...

so from what i can see regarding this

masked -1571050 was insane.
they focused on the apparatus, and sabotaged the apparatus

"luckily" im an idiot, and left a debug log line in by mistake.. so i have some "weird" information.. im surprised the masked travelled this far so quick...
[Debug :LethalIntelligence] ApparatusDistance = 16.12735
[Debug :LethalIntelligence] ApparatusDistance = 3.610166

that feels like something stopped the game for a second.. but thats just because that log should have spammed (it was only mean to be while i was testing)

but yeah. that masked sabotaged the apparatus.

its new focus was "escape", which is correct..
but then suddenly it focused on the apparatus again............................... (wrong)
then they changed status because the apparatus was already sabotaged... (wrong.. because they sabotaged it.. so that should put them back into "escape").. which then led to them having only a few options (walking around, and using the terminal :P)

so i think a recent change i made.. to fix an issue.. has led to the masked not doing what they should... ill have a test though and work it out.

vague tulip
#

If were talking about stopped the game

#

I did have imperium for testing it so I 'Paused" time.

#

And used it for freecam to monitor the mask.

#

I could just use a freecam mod instead of imperium to keep an eye on the mask.

#

Idk thats just my way of seeing it.

patent swift
#

i use imperium for testing, i dont mean imperium being used to pause time, i do that ๐Ÿ˜„

#

but like. its like the masked teleported distance.. unless that log file isnt spamming (which maybe the case), but a jump of 10 distance isnt what i normally see, its normally decreasing by 0.1 or less

#

it actually looks to me, like the masked got stuck at one spot, then teleported to another. (the log did spam, but the numbers didnt change) (it spammed more than this, just showing that it spammed)
[Debug :LethalIntelligence] ApparatusDistance = 16.12735 [Debug :LethalIntelligence] ApparatusDistance = 16.12735 [Debug :LethalIntelligence] ApparatusDistance = 16.12735 [Debug :LethalIntelligence] ApparatusDistance = 16.12735 [Debug :LethalIntelligence] ApparatusDistance = 16.12735 [Debug :LethalIntelligence] ApparatusDistance = 3.610166 [Debug :LethalIntelligence] ApparatusDistance = 3.610166 [Debug :LethalIntelligence] ApparatusDistance = 3.610166 [Debug :LethalIntelligence] ApparatusDistance = 3.610166 [Debug :LethalIntelligence] ApparatusDistance = 3.610166

#

anyway, that log doesnt matter much, just found it weird ๐Ÿ˜„

#

also, i noticed another error in your log.. but i am already aware of that error so nevermind the other one ๐Ÿ™‚

patent swift
vague tulip
#

very nice!

#

As of right now I'm just testing it out and spawning the mask somewhere after 2 PM

#

(Forcing it to spawn as insane for right now)

#

Yeah he just keeps going to fire then main over and over when the app is sabotaged.

patent swift
#

i think its this line here..
if ((Object)(object)apparatus != (Object)null && !apparatus.isLungDocked)

i used to make the apparatus basically not exist, but an error was occuring.. so i left it as existing, so if i change this line to perform some other check.. then, it should work again ๐Ÿ™‚

patent swift
#

ok, maybe that isnt the error xD, ill look into it further

patent swift
#

uploaded v0.2.3

  • Improved the walkie talkie audio so that only the person holding the walkie hears the voice of the masked
  • Added support for 'AlwaysHearActiveWalkies' mod when masked use walkies. (having "AlwaysHearActiveWalkies" installed makes the masked voice play out loud to all those around the walkie)
  • Fixed Insane when they Sabotage the Apparatus and Escape. (they were seemingly running between main entrance and fire exits due to badly modified logic)

let me know if there is any new issues ๐Ÿ™‚

patent swift
potent marsh
#

mmm... they are still camping main

vague tulip
#

Now hes... Stuck there at the inside of main entrance? He only just spawned in! (There is no other mods other than lethaldebug and freecammer)

opaque cypress
#

the main entrance bug just doesnt wanna go away does it? xD

patent swift
patent swift
# vague tulip

with insane, when he is "going for the apparatus" right after spawning him in, i did notice, he does just wander off, then come back.

vague tulip
patent swift
#

spawned 10 masked, 7 went out the front door, 3 went out the fire exit, no one stuck xD

#

main exit and fire exit marked,... gonna play out the day (until one of the masked takes the ship away) but, none of them stuck at the entrances on experimentation.

#

ok.. now i see, something related to them going for the apparatus now breaks them, wahoo.. why didnt they do this when i tested them before x.x

potent marsh
patent swift
#

ok.. i found the issue.

so...

when i choose an entrance.. to teleport through... i get the location it is on the part where i am (inside or outside) then find the OPPOSITE location.. to teleport to.

for some reason.. that isnt working, when.. it worked before the "apparatus/escape"s event occured.

patent swift
#

just had an interesting interaction.. because the breaker box was behind a locked door, the masked was stuck at the main entrance.. couldent go out,.. i can only assume it worked out that going outside could lead it to the breaker box.. >.> (but, it couldent leave)

^ should add, only after 2pm.. may have to completely re-do how im doing entrances... ill look at it tomorrow :/

potent marsh
#

They also still go to the corner and kinda watch the wall, though they're much more likely to do something when attacked or someone comes near, but not always

patent swift
#

i just ask, because that terminal looks like its floating, and also looks like its in a position the masked cannot reach...which would be why they are standing there im guessing.

if thats not the terminal, then nevermind.. but what is helpful is with the screenshot of the game, i get a screenshot of the console window fromt hat exact moment, or the full log.

patent swift
patent swift
#

well.. one line of code, has turned into a few more.. but.. while the masked did seem to want to go to the main entrance, it seems they suddenly changed their mind.. lmao.. then left as they should..

as for why the ending was.. poop (standing in the dumb position again in the ship) i dont know.. cause they pulled the lever on me earlier :/

so still a bit of work to do, but getting there x.x and at least stuck in the ship isnt as bad as stuck at the main entrance. lol

potent marsh
patent swift
#

i have to say, i used to hate the breaker box, but right now im hating the apparatus.. lmao, and the lever.. xD

potent marsh
#

All funny contraptions

#

i cant imagine what getting them to use weapons properly will be like

patent swift
#

ill let you know when i find out, walkies was fun, more.. errrrrrrrrr

patent swift
# patent swift i have to say, i used to hate the breaker box, but right now im hating the appar...

i know im pretty much responding to myself.. but remember when i said i HATE those things? thats an understatement.

changed nothing much, fixed 1 or 2 lines.. its been broken still for hours.

add in some more debug lines to try and understand what is going on better and now it works perfectly. -_-

wont release update today, but.. yeah.. tomorrow sometime after i do some more testing tomorrow because knowing this stuff.. tomorrow it will be all broken again (even after i change nothing) ๐Ÿ˜„

idle holly
#

something i need to care about?

patent swift
patent swift
#

ok.. so hopefully this is the last time im fixing sabotage/escape bugging out... my bad for not fixing it quicker (or the first time) but the issue was very hard to understand what was going on. I actually broke things worse before i fixed them, but i had no clue i was doing so. lol

uploaded v0.2.4

  • Fixed routing problems when Insane is doing "Sabotage/Escape" focus which led to them standing at the main entrance (or in the ship) weirdly.
  • Fixed "findRandomItem" invalid cast exception
  • removed some spammy debug logs
  • (debug)improved some "masked goal" messages in the status reports
  • force updated some distances that were causing delayed responses when masked performed certain actions.
vague tulip
#

Well, they finally were able to go outside! (They used the signal translator and made my blood run cold. But I haven't been able to see them pull the ship lever, yet.)

patent swift
visual cosmos
#

what if the masked could just like.. take their mask off and on

patent swift
#

i plan to add customisation of the translator messages, so there is a mix of defaults, and personalised ones if people so choose, so it can trick their lobbies better.

opaque cypress
#

would be cool if they could type "spin for tp" and tp you if you do spin xD

vague tulip
patent swift
#

i planned to add in to escape, that they TP the furthest person away from the ship, back to the ship.

patent swift
stable trout
#

Ok so masked can pull the apparatus? Because I assume it wasn't anything else that did that and triggered a meltdown while I was running around testing other things on a moon. Alone. Normally not so bad, but with Meltdown that is pretty bad, might want to make that optional.

patent swift
# stable trout Ok so masked can pull the apparatus? Because I assume it wasn't anything else th...

the whole "thing" with insane, is they do that.. if people dont want that, they can just turn off insane, as for meltdown.. i dont actually know what meltdown does exactly as i dont use it.. but, the masked pulling apparatus is only after 2pm, what i could do is.. change the time to for example.. 4pm, i just thought 2pm is an appropriate time as thats when old birds wake up.

my only gripe with that is.. the apparatus being pulled, and the escape occuring.. is rare, so i kind of feel like.. if you use meltdown, you could just disable insane... or if you want insane, you could disable meltdown.. or you can just accept that on rare occaisions.. your going to lose a round because of rng (insane spawning is luck, insane going to the apparatus is luck, if the doors stay locked (right now) they cant reach the apparatus).

so i do get you, but if i added an option for everything people dont like, then i think half my mod will end up getting turned off ๐Ÿ˜„

maybe what i can do.. and i already thought about this.. is.. add in something that warns the players.. as if it was the ship warning you.. like "danger... masked has been detected with intent to sabotage the facilities power" or something.. which would happen when the masked is X distance away from the apparatus... this warning may still be shorter than planned though if the masked decides that right next to the apparatus.. but i cant do much about that.. maybe add in a delay when they are at the apparatus.. like they are spending time breaking it?

lots of thoughts.. lots i could do.. hope what i said alleviates your potential worry about a nightmare sudden "meltdown" xD

supple marten
#

I use meltdown and the thought of a mask pulling the apparatus is really funny. I hope that if you do add a warning, it can be toggled in the config. I like being surprised lol.

molten merlin
patent swift
molten merlin
#

they spawn in the same way as any other enemy, they just have an object marking their position for when they do spawn

patent swift
#

at 2pm.. you start getting old birds flying around attacking people.. yes or no?

molten merlin
#

the body is a completely different object which is removed when they spawn

fluid shore
#

I mean Virus's point still stands? 2pm Old Birds are active (or I guess depends on the moon)

patent swift
patent swift
molten merlin
#

mm, apologiers

patent swift
#

its ok, i just personally try to write things in a way everyone may understand so if someone reads what i say, they know whats going on xD (i often fail at this so, im sorry in advance too xD)

patent swift
stable trout
visual cosmos
#

can masked throw flashbangs?

potent marsh
fluid shore
#

lol would be funny for a masked to be like "think fast chuckle nuts" flash bang you then grab you

patent swift
#

There is code for throwing a flashbang as part of the "attacking/killing" players code.

But they currently don't pick them up.

Picking up walkies is forced.
Picking up items outside of the ship is optional for Deceiving.
Picking up items in the ship is optional for cunning

I need to do an optional thing for aggressive for shovels and shotguns, when I do that I can look into all the other things.

It may just be a case of.. if you see a shovel, kill and take the shovel, if you see a shotgun, use the shovel to kill and drop the shovel and take the shotgun soet of thing.. just haven't worked on it.

Aggressive is the closest to a normal masked, so I've mostly left it alone so far as I've had too much to work on.

I still need to fix a bug with walkies (been reported in pm, but I've actually had it happen to myself tonight). Once I've sorted that, might start looking at all that.

Either way, from maskedairevamp, there is certainly code for flashbangs.. no clue if it works though lol

visual cosmos
#

omg wait this gives me an idea

#

masked use flashbangs (just in general because it would be really cool, it's such a player thing to do) and they'll like (different personalities helping others maybe?) use them to blind you so another mask can get the drop on you or smth like that

opaque cypress
#

i landed on Ooblterra and got spammed with these errors later in the day, might be something worth looking at. i didnt see any while i was playing but that moon has a special version of masked called ghost players, it might be conflicting with your mod

#

16 mb log lol

#

the ghost players spawn outside though, im not sure if they spawn inside too

patent swift
# opaque cypress i landed on Ooblterra and got spammed with these errors later in the day, might ...

well.. im going to guess that moon is 100% incompatible atm..

pretty sure i completely disable "LookAtFocusedPosition"

I also disable the default "entrance teleport" system, and introduce my own.

LateUpdate.. i d k why its erroring, probably because something else is disabled.

i will have a look at it in time, but, if your telling me its a complete modification of the masked players, rather than just a reskin, then its likely it wont be compatible

I also looked at the first warnings/errors in the log (something you should always do)

this masked doesnt even spawn on the navmesh, and causes mirage to fail, buttery fixes to fail, my mod to fail... i dont think its a very compatible version of the masked enemy at all.. so it looks like its something for that moon to fix imho.

[07:33:13.9091028] [Warning: Unity Log] Failed to create agent because it is not close enough to the NavMesh [07:33:13.9260823] [Warning: Unity Log] Failed to create agent because it is not close enough to the NavMesh [07:33:13.9520128] [Warning: Unity Log] Failed to create agent because it is not close enough to the NavMesh [07:33:13.9639805] [Warning: Unity Log] Failed to create agent because it is not close enough to the NavMesh [07:33:13.9759486] [Warning: Unity Log] Failed to create agent because it is not close enough to the NavMesh [07:33:13.9919060] [Warning: Unity Log] Failed to create agent because it is not close enough to the NavMesh [07:33:14.0088978] [Warning: Unity Log] Failed to create agent because it is not close enough to the NavMesh [07:33:14.0248599] [Warning: Unity Log] Failed to create agent because it is not close enough to the NavMesh [07:33:14.0418141] [Warning: Unity Log] Failed to create agent because it is not close enough to the NavMesh [07:33:14.0634732] [Warning: Unity Log] HeadMaskTragedy is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The RandomPeriodicAudioPlayer component was skipped during spawn! [07:33:14.0634732] [Info : Unity Log] Spawned enemy: Ghost Player [07:33:14.0654682] [Warning: Unity Log] Failed to create agent because it is not close enough to the NavMesh [07:33:14.0654682] [Info :qwbarch.Mirage] MaskedPlayerEnemy(fc83ba46-c1c4-472e-8bdc-8286bc4c7d68) - Mimicking player #0 [07:33:14.0794309] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: ButteryFixes.Patches.Enemies.MaskedPatches.MaskedPlayerEnemyPostSetEnemyOutside (MaskedPlayerEnemy __instance) (at <bed910ca1ac8451d835032f2d4759cdd>:IL_001C) (wrapper dynamic-method) MaskedPlayerEnemy.DMD<MaskedPlayerEnemy::SetEnemyOutside>(MaskedPlayerEnemy,bool) Mirage.Unity.MimicPlayer+MimicPlayer.MimicPlayer (System.Int32 playerId) (at ./Mirage/Unity/MimicPlayer.fs:83) [email protected] (GameNetcodeStuff.PlayerControllerB player) (at ./Mirage/Unity/MimicPlayer.fs:72) FSharpPlus.Control.Iterate.Iterate[T] (Microsoft.FSharp.Core.FSharpOption1[T] x, Microsoft.FSharp.Core.FSharpFunc2[T,TResult] action) (at <fc2f76f70c5c19e61e199821fcce19a4>:IL_000D) Mirage.Unity.MimicPlayer+MimicPlayer.StartMimicking () (at ./Mirage/Unity/MimicPlayer.fs:71) [email protected] (On.MaskedPlayerEnemy+orig_Start orig, MaskedPlayerEnemy self) (at ./Mirage/Hook/MaskedPlayerEnemy.fs:16) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<MaskedPlayerEnemy::Start>?-1453487596(MaskedPlayerEnemy)

opaque cypress
#

yeaah it seems to be its own thing rather than a reskin. i spawned it with imperium at some point and it didnt function at all, just stood still, i thought it was just cause of imperium lmao. thats alot of incompatibilities, ill just have to find a way to disable that enemy for now

#

i guess ill forward this to the ooblterra thread though so they're aware

patent swift
#

the reason it stands still is because its not on the navmesh.. + also maybe because it conflicts with my mod

opaque cypress
#

weird greed

patent swift
#

nah, normal xD if you spawn an entity in the ship, you get the same reaction, cause its not on a navmesh

#

im guessing the ghost player was spawned off the floor somehow. (cause its a ghost?)

#

and if its a ghost.. then imho, they probably intend to disable mirage, and my mod.. they just dont do it fully.

#

(ie, a floating reskinned masked that does nothing but stare?)

patent swift
opaque cypress
#

theyre from ooblterra lol

#

from what i see they look just like normal mirage masked, that might also just be mirage changing them though idk, i havent used ooblterra without mirage

#

actually yeah, the wiki says theyre supposed to wear a special suit and be transparent. but im assuming since i have mirage it was just me, normal employee in the pajama suit

patent swift
#

yeah, sounds like they need to prevent mirage + my mod from doing its thing.

#

(when its a ghost player)

#

if it actually moves around like a masked, then perhaps they would need to make it more compatible with what my mod does, unless they want purely vanilla actions... (to which they can prevent the "MaskedAIRevamp" component from being added to the masked (Ghost player) (i think).

opaque cypress
#

i think theyre intended to just act like masked yeah, but also the ooblterra interior/moon is different than most, like how instead of an apparatus theres this battery thing you actually have to put IN somewhere instead of taking it out, or how receiving transmits from the terminal stops this actual ghost thing from chasing you, so having a masked there would be good xD, it would probably be better to have those components of your mod disabled on ghost players

#

i dunno catbugshrug

patent swift
#

well, being honest, it sounds like they should have replaced the masked, with a new enemy thats a clone of the masked, but isnt the masked.

#

then it wouldent be mimicked (you would hope) and my mod wouldent attach to it.

opaque cypress
#

yee

molten merlin
#

i'm pretty sure ghost players are the same as masked, but are registered as a different enemy but use the same AI

patent swift
potent marsh
#

Masked are uh, still camping entrance
I'll have the log from this session in a bit

potent marsh
#

I forgor, i will when i am home from work

opaque cypress
patent swift
#

x.x ill look at it later

potent marsh
#

I think its cute when they do that tho

patent swift
#

well.. ill look at it now and put what i was working on on hold (again).

but from my understanding from the last issues.

the issue is I am routing to something that is OFF the navmesh.. so it bugs out, and masked walk there.. I am guessing its yet again, the apparatus, or the breaker box.. lmao..

i dont think its a routing to the main entrance issue.

I may just have to add in a log that goes "masked is standing in this place when it shouldent be" sort of check.. just to produce an error log when it bugs out x.x

#

(or, likewise... auto-fix the issue if it is bugging out. :D)

potent marsh
#

From last session, we had the mimics do the weird circle thing on vow at the entrance, and in general we've had them camping main in basically all interiors

surreal stump
patent swift
#

v0.2.5 uploaded

  • Potentially fixed routing problems which led to them standing at the main entrance (or in the ship) weirdly. (again x.x)
  • fixed an issue with "randomitem" function throwing errors
  • improved some logging for debugging purposes

hopefully this time it stays fixed.. i trebled the distance around things to which the masked will check for a valid position, so they should stop bugging out as the old value was 99% ok i think xD if this works, ill probably reduce it again in a future patch.

hallow ermine
#

Don't have any logs for it at the moment, but it seems like when a masked starts using the signal translator inside the ship, the signal messages are only visible to the host, as I was the only one who could see them showing up on the screen.

patent swift
potent marsh
#

Fella gets stuck trying to get the breaker box
Can send log at end of session

#

its probably just due to the distance

#

cuz of where it spawned

#

No error, you probably just want to give it a check for if it stands too long at breaker box without being able to touch it, determine its blocked in some way and do something else

#

same could happen if multiple turrets or something was in the way

patent swift
# potent marsh cuz of where it spawned

Yup, its cause of the distance.. frankly I'm not sure what I can do about this, if it's on the new version, I check the distance to the the item.. if they are unrealistic distances away, then this will happen.. x.x I can't have the masked flicking switches from 20m away.

I need to work out a way of going "your not getting closer... stop doing this"

patent swift
#

Cause if you just check via distance.. then if they go through a maze the distance could increase, before it decreases, leading to the situation being triggered.

cedar kettle
# patent swift Yup, its cause of the distance.. frankly I'm not sure what I can do about this, ...

I think the best way would to fix would be to disable/forbid breakerbox if the following conditions are met:

  • Navmeshpath have less than 2 corners
  • Breakerbox is too far
  • if timer that triggers when reaching final destination is higher than x seconds

alternatively you could check distance between breakerbox and nearest navmesh position + height and if it's higher than threshold or doesn't have LOS then don't go to breakerbox

patent swift
# cedar kettle I think the best way would to fix would be to disable/forbid breakerbox if the f...

LOS would work, but as can be seen in the example, it's visible, so nope for there.

Breakerbox is too far, already do distance checks for determining what to do when... the breaker box being too far is never the issue, the issue is it being too close and yet unreachable.

Navmesh path being less than 2 corners also doesn't work (but may help in the case above) because the way things are currently working, if there is a block in the path (carved navmesh path) then the path changes, until the blockage clears.. so it's rare that the masked stop like this.

#

For the case above.. the problem is something I was trying to fix before I released the last update.

I basically need a calculation for items off the floor, which think they are on the floor... so that I can calculate the true distance, because the distance varies.

The masked stopped above because they believe they can walk to within x distance of the object.

But they can't, so they keep trying to walk there and do nothing, leading to them stopping

So once I sort out the distances issue, and apply it to everything, this issue should go away.

Then yet again, the other issue of locked doors and walls being in the way causing the masked to bug out... the "unwalkable" location issue is hopefully fixed, but, the closed doors issue, I will still need to resolve.

#

Thinking about it btw for "walls" being in the way, if less than 5f distance away, and it can't be seen, that might be a valid LOS check, but I think it would stop masked doing what they need in cases where the object is above them, or below them, or round a wall from the current position (because they would be too close but can't see it)

#

I'll have a think on that. ๐Ÿ™‚ thanks

potent marsh
#

I think even just a simpler thing of cancelling the task if its not travelled much distance whilst trying to go somewhere for X time would also surely work fine, since they're bound to get stuck on some random enemy like slimes, weird modded interior geometry, turrets and other traps spawns, or even weirder stuff like people placing furniture in the facility using BetterDecorPlacement or something silly
Them running on the spot trying to get past something they cannot or staring at something because they cant reach it is a dead giveaway its a masked too, so them swapping tasks if they cant reach it is good

patent swift
patent swift
# cedar kettle I think the best way would to fix would be to disable/forbid breakerbox if the f...

so, your suggestion of LOS actually led to a potentially working solution, though not in the way suggested.

by checking for the line of sight to the GameObject within a certain distance.. it actually seems to work better than checking for the distance to the object's floor position.. so thanks for the idea.. testing it now, but hopeful that solves a lot of issues where masked just stand at the place they are meant to be and do nothing. (like this.. #1240985198485573743 message)

and i guess, i can add a more distant LOS check, where if the first check passes, but the second one fails more than 5 times.. it can just change what its doing.. and disable doing so.

cedar kettle
patent swift
# cedar kettle Floor position like nearest navMeshHit or vertex of the position with the height...

yeah. as i said, using LOS seems to work better than checking for the floor position.. probably for the same reasons you said.

i started checking for floor positions.. because of issues with the actual positions of objects... i will still check for floor positions for routing.. but the final check i think im going to use LOS.

i was using a simple bool to report what the LOS check comes out as but what im thinking now is..

using the code below... if the object is in LOS within the distance of 6 then its "seen"... which adds to the seen count.
if it reaches within 3, the seen count is reset, because it is successfully reached... likewise, if its too far away, it also is reset because the check isnt valid.

then if its close enough and sees it.. then it succeeds and "performs what needs performing" (ie, turn the lights off, sabotage the apparatus, etc, pick up the item, etc)

        int seenCheckNum = 0;

        private int objectInLOSCheck(EnemyAI ent, GameObject gameObj) //0 = fail, 1 = seen, 2 = succeed
        {
            if (ent.CheckLineOfSightForPosition(gameObj.transform.position, 60f, 3))
            {
                seenCheckNum = 0;
                return 2;
            }
            if (ent.CheckLineOfSightForPosition(gameObj.transform.position, 60f, 6))
            {
                seenCheckNum++;
                return 1;
            }
            seenCheckNum = 0;
            return 0;
        }
#

i just hope 3 is enough for all objects, so i can use this method for all reasons to need this, from the looks of it, 3 is around arms length reach.. so it should be fine.

cedar kettle
#

You could check if the object is reachable by getting nearest navmesh point, add the height offset and if the distance between the object and the offset point is greater than 3 units then mark the oject as unreachable

patent swift
#

so..

MaskedAIRevamp set destination as the position of an object.. without checking the path.. = masked just juddered around when path couldent be reached
so when i started updating the code, i changed to checking the path.. and also calculating the floor positon (the navmeshpoint).. which ive used to this day as it works for EVERYTHING 99% of the time, except the apparatus, and the breaker. box.... and items that are on ledges too high for AI to walk on.

so this month ive been working on the "distance off the floor" thing.. and it was working..

but LOS may work better..it seems to so far.

cedar kettle
#

ah now I understand

#

hoping for the best

patent swift
#

whelp.. apparantly its not so simple.. i love walls ๐Ÿ˜„

cedar kettle
#

try to get the nearest navmesh point to the breaker position with an offset height and slight offset to the direction the breaker is facing.

patent swift
#

actually, i fib, i dont grab a location "in front of the breaker".

patent swift
#

ok.. so.. apparatus works with LOS.

going back to distances and stuff for the breaker..

breaker always spawns at the same height relative to the player (afaik)

i normally set the distance as 3.5 or less, to trigger turning off the breaker.

ive seen the masked standing at the breaker box..

turned off the breaker box with 0 distance
ive seen the distance be 3.56 (failed to turn off the breaker box)
and now an almost identically placed breaker box... is 6.4 distance..

I cant check the breaker with LOS, because apparantly the "breaker box" is not the visible box.

tried detecting the light above.. and the door of the breaker.. no joy.

#

now distance works... >.>

i kind of feel like when i manually move the box.. it works.. when i use default location its spawned in during generation.. it doesnt.

#

ok may have got LOS working now... i guess it was just looking to see a position inside the box.. lmao

patent swift
brisk temple
patent swift
#

im testing now... if all the changes seem to keep working, ill be uploading later

potent marsh
#

Oh nice!

patent swift
#

may have to delay uploading...

breakerbox pathing seems fixed for weird locations.
sabotaging the apparatus seems fixed (I had to do some extra changes for liminal pools because of the apparatus being in the floor..)

but im now seeing an issue with the main entrance position being miles above the floor ๐Ÿ™‚

I dont know if its a generation issue, or due to how the entrance of liminal pools is, but i figure its best i fix it, or masked will yet again be standing around somewhere... lol (currently on the apparatus in liminal pools..)

subtle glen
patent swift
patent swift
#

v0.2.6 uploaded

  • temporarily fixed an issue with the main entrance when using the "LiminalPools" interior (v1.0.12) as this causes masked to bug out due to a missing NavMeshLink, once LiminalPools is updated, this issue should be resolved. Please note, this fix ignores the main entrance in this scenario.
  • improved how masked "react" to arriving at their destination for some focus's (breakerbox/apparatus) to hopefully prevent them from bugging out due to bad configuration.
  • lowered the proximity requirement for masked activities (breaker/apparatus) to potentially stop them bugging out when they cant reach close enough. (this may need revisiting as im not sure it has fixed it and is most likely the reason they bug out now)
unborn trench
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this doesn't seem right

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we use about 118 mods, a couple of which drastically change the ship, so I'm guessing it's one of them causing it

patent swift
# unborn trench this doesn't seem right

that isnt.

ive seen masked use the terminal while standing inches away from it... i assume because they think the terminal is in the place they are standing... but i dont know why that occurs.. that was in vanilla

with wider ship.. i guess it really bugs out the location somehow.

patent swift
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the simple fact is.. the issue is the place the terminal IS.. is reporting wrongly..

unborn trench
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I'm not sure if it's from wider ship or MelanieMelicious' 2 story ship mod

patent swift
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so its either a vanilla issue.. OR wider ship/2 story ship issue. in your case.. the "wrong location" is EXTREME so is probably the vanilla issue amplified by widership/2story ship.

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well, based off what i read.. its probably widership... but i dont know either, ill have to test.

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but with wider ship and 2 story ship, my friend gets reported as DEAD while in the ship..

unborn trench
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could also be ProblematicPilotry maybe?

patent swift
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so i assume its a similar thing.

patent swift
unborn trench
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we've noticed that since installing this mod, sometimes masked will enter the ship, then walk off over to where the ship usually is

patent swift
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but.. the simple fact is.. the place of the terminal, is what controls where the masked is... so.. if they are standing in the wrong place using the terminal.. then.. thats relating to some mod that is setting the place of the terminal wrong, or a vanilla issue...

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either way.. i did put a warning in the readme since like 3 versions ago.. if a masked is "on the terminal", you will get softlocked in the terminal.. xD

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(which i saw happen in your video)

unborn trench
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the masked also wasn't responding to damage, and my friend (client) couldn't see it

patent swift
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invisible masked is a vanilla bug afaik.

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as for not responding to damage, if it was just my mod at fault.. then they should still die. i dont make them unkillable.

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im guessing you thought your whacking the mask, but there is an invisble wall in the way...

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and.. from the sounds of this...#1240985198485573743 message

the problem may actually just be that the masked are going to the original ship location.. because that mod isnt changing the location of everything correctly for everythign that uses those items. i d k how it works.

unborn trench
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hmmm, interesting

patent swift
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i will test with all 3.. see which causes the error, and add it to the non-compatible list.

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with my logs now, i can see where masked think they should be, compared to where the thing they want actually is.. so should be fairly quick

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๐Ÿคฃ

2story ship.. ran through the terminal, came back, faced the wrong way.. DOH - this is upstairs in the ship... so at least they are AT the terminal... so 2 story is probably fine.

unborn trench
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interesting

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our terminal is in the wider ship part of the bottom floor, so it might be that

patent swift
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the masked is levitating though (its not walking on the floor)

unborn trench
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we also have masked come in and stand inside our cabinet sometimes

patent swift
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.> the levitation is real
also.. it bugged out.. shouldent still be standing there.. so maybe something needs looking at for 2 story ship.. but this maybe an LI issue. i d k yet..

unborn trench
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I just hope that the main issue isn't ProblematicPilotry, cos the author of that mod is MIA

cedar kettle
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navmesh maybe?

patent swift
# cedar kettle navmesh maybe?

its not standing on the floor, but maybe related to the navmesh generating wrongly or something... but may also be due to the masked instantly leaving the terminal.. i dont have the translator unlocked.. so he jumped on + off, so might be my problem to fix.

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actually... tell a fib... i did have the translator unlocked.. so.. that 100% bugged out

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wider ship also bugging out...

unborn trench
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interesting

cedar kettle
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hmmm... maybe colliders?

patent swift
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when they bug out usually... in the position i used to put the terminal.. i think it was because i placed the terminal partially in the wall.. (by mistake)

with the 2 story test.. the termainl was in the middle of the upstairs.. so it may just be because the masked thinks its not in the bounds of the ship.

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it may also be because im using imperiums "quick land".. might do a re-test without it

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wait.. all my tests maybe borked

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i forgot im on march >.> and march + ship = bug central

patent swift
unborn trench
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try testing on Offense

patent swift
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and as soon as the terminal was in the vanilla default location... the masked all decided (i spawned 30 of them) that they have 0 interest to choose to use it.. wtf xD

unborn trench
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oh, we also get an odd occurrence on Adamance where they walk into the ship, then walk out and stand over on the right side of the ship outside and ignore us for the rest of the time we're there

patent swift
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thats happened before.. but i d k why. only seen it once though.

unborn trench
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and if one of them does it they all do it for the rest of that day

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idk if I have any clips of it saved

patent swift
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so.. on offense.. with signal translator installed... the masked went to go to the terminal, then decided it wasnt reachable.. so walked off to the main entrance.

unborn trench
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also, in the clip the ship was landed somewhere in that purple circle

patent swift
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well right now im questioning if masked walking onto the terminal works period xD so disabling all 3 mods and just testing the vanilla ship, because everythign was bugging out

unborn trench
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lol

patent swift
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ok.. vanilla ship is working.. (on experimentation), ill switch to offense and test the same then turn the mods back on lol

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new bug.. oh joy.. take off with a masked attached to the terminal.. its bugged out ๐Ÿ˜„ something for me to fix.. lol

patent swift
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so... offense seems to be bugged.

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i d k what the issue is.. because im getting different results..

but on experimentation.. things work fine.
i re-load the same save, go to offense.. move nothing.. the masked walk to the terminal.. and insta jump off (when they shouldent)

the location of the terminal.. is supposedly.. (7.19, 1.74, -15.27)

im standing at 8, 0, -15.. terminal is here... so thats correct

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i will test the 3 mods on experimentation. as experimentation works.. but, ive never seen issues like this on offense before so im wondering if my recent changes have led to a bug ๐Ÿ˜„

patent swift
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ok, after a bit of a detour from modding due to work..

testing with cunning, deceiving.. (i think insane is a bit bust ๐Ÿ˜ฆ but unrelated to the issues being reported)

deciving with wider ship mod on experimentation.. in default position = works fine
cunning with wider ship mod on expermentation.. in a position in the wider ship = stands in a weird place using an invisible terminal = not working fine.

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also being weird in 2 story ship... but at least on 2 story ship.. they are standing at the keyboard (just facing the wrong way), with wider ship, they stand NEARBY..but not at the keyboard.

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also in 2 story ship, the terminal is bugged.. (they dont seem to be actually doing anything)

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problematic pilotry causes a similar issue.

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so seems all 3 mods bug something out.. :S

potent marsh
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problematic pilotry causes issues for most outside enemies when they get to the ship, they often go under it or through it and other weird stuff
2-story ship kinda mends the issue somewhat since it seems to generate its like, own navmesh or whatever for the new parts to the ship which works better with the AI

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So i'm not surprised it would cause issues for masked

patent swift
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i think as long as the terminal is within the normal ship areas, the masked in my mod should be fine..

potent marsh
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I see

patent swift
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but not with problematic pilotry.

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im adding all 3 to the list of "not 100% compatible", with the proviso that for wider ship, and 2story ship will be fine, as long as the terminal stays within the normal vanilla ship area.

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as for "insane".. i think i need to have a look at him because he is being weird as f.

potent marsh
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i do have another issue to report tho, on v64 with using this mod in 0.2.5 yesterday
The masked are sometimes camping entrances again.
First time i noticed was on pool rooms, then they bugged out on mental hospital, and then again on the Storehouse.
0192c031-2c67-3b12-c36d-0ccbdabaa01a
I am just getting the clips now

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Pool Rooms on Vow
This mimic iirc was spawned by me dying and turning in the Zombies mod, if thats of any help

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This one is weird but might not be this mods fault. One is me, again from zombies, the other is a naturally spawning mimic. They both bug out at this random spot in the mental hospital, there is no fire exit behind it or anything like that

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However what i noticed later is that a slime did the same thing...so it might not have anything to do with your mod at all

patent swift
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them standing in a random place... is usually because they cant go to where they want.

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so it maybe that the slime also couldent reach where it wanted.

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i guess you can say the "bugged out" spot is where things go that have no destination?

potent marsh
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entrance and fire exit wasnt blocked in anyway, so its odd they would both do that
But i am willing to chalk it up to the mental hospital just being old and outdated

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The pool rooms one is more concerning

patent swift
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like.. imagine i told you.. to go to the planet 389438743074837473437480937240978347387423890748932748932748923778463256723756... which didnt exist.... so then you just went on autopilot back home.. its kinda like that.

potent marsh
patent swift
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yeah im just saying.. the main entrance is the "default location"

potent marsh
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I also have noticed a pattern
See, on the storehouse, i remember there was a masked that spawned very early, it immediately ran outside and tried to get back to ship and i killed it
This second one is from me dying and being converted again
So from what i am gathering, this issue seems to only happen with mimics spawned via Zombies

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naturally spawning mimics path through exits just fine

patent swift
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without knowing whats causing them to go "ah fuck it, ill go to this random place" i cant try to resolve it xD, and without knowing how this random location is set.. i cant change that either, id love to just change it to far away from the main entrance, lmao

patent swift
potent marsh
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Yes, the mental hospital isnt worth looking into
But the Pool Rooms and Storehouse shouldnt be doing that tho

patent swift
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but Zombies.. afaik, does nothing AFTER they are spawned

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so my mod should be 100% in control... meaning it should use my implementation of exits.

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if your dead and watching them like this.. instantly look at the console, and tell me the "focus" and "activity" the report for that masked says.. hard to do.. when multiple masked are spawned, but if there is only one.. then it can tell me why this is occuring.

potent marsh
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but i dont remember exactly what it was saying

patent swift
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ok, so thats an issue with the exits.. hmm

potent marsh
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iirc they are "deceiving" ai as well

patent swift
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it maybe i just need to re-do how i do exits.. i thought it was working fine (i know it has issues, but thats more an audio issue where the main entrance plays the exit sound no matter what exit is used, lmao).. but maybe there is other issues, or maybe it is an issue with zombies.. i d k, ill have a look at the zombies code, but afaik, zombies does nothing after spawning

potent marsh
random slate
potent marsh
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all i can guess, is that something is being set properly when they spawn naturally, but when they spawn via zombies some goal or position or something is missing in LI which messes them up trying to go outside

patent swift
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zeta, can i get your full mod list?

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nah, everything is setup with my mod.. so that shouldent be an issue.. im just wondering if something is modifying other things and causing the issue

potent marsh
patent swift
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missed it, thanks

potent marsh
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if thats easier than downloading it

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i have sorted my pack into categories mostly
The only mods that mess with mimics is these 2, LI and Zombies to my knowledge

patent swift
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your using LEC.

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problematic pilotry was being discussed above.. causes problems in the ship.. with navmesh, it might also be causing navmesh issues on the interior.. i d k

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do the LethalInternship interns have an issue with leaving the interior or get bugged out? i took some ideas from their code for leaving/entering in order to get mine working.

potent marsh
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but honestly, we havent tested them enough to see if they get stuck at entrances

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@gray rover did the interns get stuck at entrances at all when we tested them?

patent swift
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the interns basically do a check.. if they are near an entrance, and a player suddenly is "gone", they then beleive the player went through the entrance, so use it too. (if i remember correctly)

so i applied similar to my masked..i skipped the check on the player and went "you want to use this entrance.. so use it"

so i really think them standing at the main entrance.. is them just bugging out.. but the slime makes me think its a non-my mod issue.

potent marsh
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well, again its just for the mental hospital, thats the only time i have seen them hug a random wall

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i use StarlancerEnemyEscape, but that hasnt had any issues really

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and it doesnt have a config entry for masked, i assume the mod doesnt touch masked since they can do it fine in vanilla

patent swift
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yeah, but, thats 100% defo the bugging out.

this may actually be an issue for me to deal with, but i dont understand why its occuring.
#1240985198485573743 message

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i mean to say masked can do it in vanilla is funny xD sometimes vanilla works great... sometimes they all go huddle in a corner and do eff all.. which is actually the "bugging out" which im getting now i think.

potent marsh
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i mean

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now that i think about it

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i have seen some vanilla clips of masked camping doors

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its mostly something attributed to slimes though.

patent swift
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slimes do it because they were not told to do otherwise.
masked do it because they bug out i think, but its not restricted to the door, the door is just often "the place".

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the bracken also.. sometimes.. camps the fire exit..or at least used to.. it was almost a meme in my friends group, that you go in the fire exit.. facing the door.. only to get neck snapped before you load.

potent marsh
patent swift
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some days it would be every time you land xD some days never.

either way, i should probably re-do the exits and make it so "if" they see an exit.. they use it, and then lose interest in it for a long period of time (to prevent them going in and out constantly)

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but.. "long period" is problematic...

probably in to out should have a small cooldown, as there is little to do outside.. and out to in should have a longer cooldown.

pale urchin
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((Component)this).transform.localPosition = ((Component)terminal).transform.localPosition + ((Component)terminal).transform.forward * new Vector3(7f, 0.25f, -14.8f);

((Component)this).transform.LookAt(((Component)terminal).transform);

probably something like this should work taking into account position and rotation of the terminal

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i'm not 100% sure where transform.forward points for the terminal so you might have change that a bit

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but it will always be oriented based on the rotation of the terminal

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oh sry it's not * but .Scale.. let me fix

patent swift
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yeah i was figuring its transform.forward after you said about it being hardcoded, i havent really looked into changing this as it has almost always worked wherever i put the terminal (before wider ship/2 story ofc), with rare bug out occaisions led to weird positions.

ill see if what i just changed resolves the issue, if it doesnt ill give what your code is a go. thanks

pale urchin
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((Component)this).transform.localPosition = ((Component)terminal).transform.localPosition + Vector3.Scale(((Component)terminal).transform.forward,new Vector3(7f, 0.25f, -14.8f));

((Component)this).transform.LookAt(((Component)terminal).transform);
patent swift
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still dont know why it levitates though.. but we shall see if the changes stop it levitating.

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ill have to look at it later xD suddenly busy with work x.x thanks for the assistance though!

pale urchin
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i'm not even too sure using localposition for the terminal is the right thing. as i know Furniture has a weird system for positioning

patent swift
granite willow
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unless they're uh, like, getting even higher when using the terminal on the second floor vs when they're doing nothing on the second floor

cedar kettle
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I still remember when I used local variables to calculate rotation of a turret for my project. I was stuck 2 months trying to figure it out and I ended up fully using global values

pale urchin
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it's the opposite. never use the global one in a multiplayer situation unless you're 100% sure it's a fixed one. because local accounts for client ping while global doesnt

cedar kettle
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I meant local transforms like rotation and position

pale urchin
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for using local transforms you need to be sure that both of your transfoms have the same parent

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or account for the drift

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but you might be right. i doubt the masked get's parented to the ship like the player does ๐Ÿค”

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((Component)this).transform.position = ((Component)terminal).transform.position + Vector3.Scale(((Component)terminal).transform.forward,new Vector3(7f, 0.25f, -14.8f));

((Component)this).transform.LookAt(((Component)terminal).transform);
cedar kettle
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mixing local transforms with global ones is one big nono and is just calling for trouble

pale urchin
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there aren't two different transforms but i get what you mean

patent swift
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so, after about 8 hours of being unable to test and fiddle due to irl and stuff x.x.. i finally got a chance to loook at this.. and while the suggestions were correct (and i should have known this all already.. this is the actual fix (as far as i can tell from preliminary testing on a vanilla ship.. with multiple terminal posititions..

the old code was (now simplified to make it easy to read)

__instance.SetDestinationToPosition(terminal.transform.position, true);
//waited until it got close enough.. then... looked at the position
this.transform.LookAt(new Vector3(terminal.transform.position.x, this.transform.position.y, terminal.transform.position.z));
//once it looked at the position.. it set the position to this.
this.transform.localPosition = new Vector3(terminal.transform.localPosition.x + 7f, terminal.transform.localPosition.y + 0.25f, terminal.transform.localPosition.z + -14.8f);

the new code (which seems to work in all scenarios ive tested so far...).. i will still look at putting the "look" after the local positining, but its 8am.. and i havent slept yet so it can wait til tomorrow lmao.

__instance.SetDestinationToPosition(terminal.transform.position - (terminal.transform.right * 0.8f), true);
//waited until it got close enough.. then... looked at the position
this.transform.LookAt(terminal.transform);
//once it looked at the position.. it set the position to this.
this.transform.localPosition = terminal.transform.position - (terminal.transform.right * 0.8f);

might make it look at terminal.transform.right as im positioning the masked essentially to the left.. but so far this is working, keyboard and fingers line up 99% right..

on 2 story ship it still levitates.. but otherwise, seems to work..

thanks Matty (made it bold for easy reading, but didnt want to ping :D) for the suggested code changes, i probably should have looked at it sooner, but, I never saw it bug out til I used 2 story ship, and ngl, I assumed the old code worked, until it is proven to be broken xD happens too much to me with this code x.x

also, i realise.. me using "-right" is weird as F..but.. forward puts the masked to the left of the terminal.. and right puts them behind.. so.. "left" is seemingly correct... now i see why ship object positioning maybe so weird xD

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video below for wider ship..

so in the next patch, both 2story ship and wider ship will be fine regarding the terminal (aside from the levitation :P) ill update the mod tomorrow/sunday.

sadly @unborn trench, with problematic pilotry.. the whole ship seems to not exist for the masked, they dont path up on to it,.. so i think if the modder is MIA, then unless someone updates it to have a proper fixed navmesh or whatever is required to be changed, it wont work for any enemy that tries to go into it, as entities dont seem to recognise the new ship position and cant path up onto it.

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oh one last thought before i sleep... if 2 story ship regens all the navmesh for the ship, then maybe problematic pilotry works when 2 story ship is installed.. i was testing it fine yesterday, but when i tested just now without 2 story ship, everything passed through the ship like it didnt exist.. but i only just realised yesterday i didnt test problematic pilotry alone.. lol

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will check properly tomorrow.

unborn trench
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Yeag, things path into the ship perfectly with PP paired with 2 story

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Perhaps someone could make a mod that simply regens all the ship navmesh, as a companion mod for the unfortunately broken, dormant and closed source Problematic Pilotry mod

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This is why game mods should always be open source imho

patent swift
potent marsh
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Whelp, yesterday we had it happen again, and some other similar issues
0192c51c-f740-3d04-7208-6012d792132f
I'll get the clips once they are compressed

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First happened on atlas abyss, the frames dropped alot once they started spawning which we hadnt really seen before, normally only happens when they bug out hard

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I also opened the log as you said

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When we got back the ship, we got a better idea what was going on with them

potent marsh
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(friend's spectator pov, who has the models turned off)

potent marsh
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tho its not really practical with something else coming in and shifting the log frequently, and sometimes the masked spawn much earlier but then cause issues later

patent swift
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yeah i know, it doesnt always happen as they spawn, but you can generally scroll back in the logs a bit, my logs are not spammed to shit, so i just scroll back, but having spammy as hell logs makes it hard to look back i know.

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will look at the clips in a bit, thanks for sending them!

potent marsh
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All good!

potent marsh
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i realised, you can tell how good i am at the game, with how many clips of it bugging out is from me, or even JUST me, specating

patent swift
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xD happens, in my group, im usually one of the ones who is like "ill go kill that".. and "ill deal with that" and "ill go get that", while others are afraid to go do something, leading to me dying more.. because you do more, you die more, i would neither call myself a great player, or a bad player.. im just the player who tries.. .... and often dies trying xD maybe same for you ๐Ÿ˜„

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so can confirm, problematic pilotry (while 2 story ship is installed) works fine.

patent swift
patent swift
patent swift
# potent marsh

so.. i have good news... i beleive i know why they stand at the main entrance..

in the case you cited, they were doing "awayfromplayer".. something which i sought to replace.. i only just realised that in "awayfromplayer" they route to the main entrance.. and then... "nothing"... just repeated spam.. of "go to the main entrance"... to which.. in past versions of my mod.. when they reached the main entrance. they went through it.. but currently.. that wont happen as its a very specific thing which leads to a masked going through the entrances..

SO.. ofc.. i do need to re-work how im doing entrances.. but for now.. all the references leading to a masked walking to the main entrance will be disabled, and ill instead tell the masked to do that activity instead... as for awayfromplayer.. it lags to hell.. so im just going to disable it until ive replaced it with a better working function (which, ive mostly re-written.. but.. annoyingly.. its not working as i wish it to.. in more way than one.. so ill have to re-look at that later this week.)

so if you see the masked standing at the main entrance after v0.2.7 is released.. do let me know.. but if they do at that point, it will not be my code, as frankly.. i forgot these references existed.. lmao.

i even wrote once upon a time as a comment as i knew it was going to be bad...

__instance.SetDestinationToPosition(maskedEnemy.mainEntrancePosition, false); //i really wish there was less sections of code doing this sort of thing :D
potent marsh
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i see i see, nice!

opaque cypress
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im glad you found the issue tbh_confetti

vagrant silo
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woohoo

patent swift
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v0.2.7 - Hotfix uploaded

  • fixed the issue with masked routing to and getting stuck at the main entrance
  • 99% fixed masked positioning when using the terminal (may see some levitation with 2story ship and may see some sinking in the vanilla ship, this is down to the navmesh, not my mod), but at least masked should be at the terminal now. - please do send pictures of bad positions/levitating/sinking/etc though so I can maybe look into making a fix.

I didnt disable "AwayFromPlayer" (aka hiding) for stealthy... because it seems to not lag now.. please do report if it still lags (i was relatively fine with 6 masked+, it only ground to a halt with 10+)

AwayFromPlayer doesnt do as intended though.. so i will be working on replacing that.. ๐Ÿ™‚

patent swift
# opaque cypress im glad you found the issue <a:tbh_confetti:1071439211447734332>

me too, looking at code, bashing my head on a brickwall.. and the brick wall still existing.. is not my favourite thing to do.. but it would help if i remembered previously looking at the code and going "i wish this didnt happen so much".. because i was right in the first place.. just yeah.. didnt see those lines for months.. lmao ๐Ÿ˜„

regal wedge
patent swift
regal wedge
patent swift
patent swift
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so, had a bit a thought just now..

currently insane pulls the apparatus, then goes to the ship, and if you have a signal translator.. insane will send some messages.. and then pull the lever to leave with the ship.

the messages are to serve as a warning of the impending situation.. but if a player doesnt own the signal translator.. there is no warning.

currently.. i have the masked jumping straight off the terminal if there is no signal translator.. but i was just thinking as ive been fiddling with terminal audio.. there is a "terminal alarm", not sure if this can be heard on the interior.. but, what if during the time that "signal translator warnings" are sent.. i activate this alarm.. like the terminal has detected unauthorised attempts to pilot the ship. so if you dont have a signal translator.. you get the alarm, if you do have a signal translator.. you get both?

do let me know thoughts on that.

regal wedge
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players get a message about pulling out the apparatus in any case (scary radiation)

patent swift
patent swift
regal wedge
cedar kettle
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How about a popup notification saying "Unauthorized personel detected inside the ship"? Or even better the radiation style popup with the same message.

patent swift
patent swift
cedar kettle
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It could be a ship upgrade

patent swift
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or you mean an upgrade that warns of "masked in the ship" period? ๐Ÿ˜› if so, thats for lategameupgrades imho xD

cedar kettle
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It's definitely interesting question to think about. I like the idea of having an option to purchase a failsafe in case masked get inside the ship. Holestly I think there coud be a config option where you can choose if you want it by default, with translator or be it's own upgrade.

patent swift
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yeah maybe, but thats more of a "lategameupgrades" thing to add.. they could add such a warning for any masked who enters the ship, not really something for my mod imho as im not working on upgrades. ๐Ÿ˜›

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maybe a collab for when my mod is installed? but then it would still be on their end imho.

patent swift
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v0.2.8 uplaoded

  • prevented softlocks relating to masked using the terminal (if you find yourself unable to use the terminal when no masked is there or similar, do let me know! shouldent happen though as i have tested all live game scenarios i think..)
  • added audio cues for when masked is typing on the terminal keyboard, as well as an audio cue for cunning "purchasing items"
  • improved walking to the terminal so it looks a bit less "snappy" when the masked turns.
  • (for debugging only) modified some start variables which were previously wrong. (didnt affect anything luckily but nice to get them correct :))

if anyone thinks the keyboard audio or anything else can be improved on, do let me know.. i feel like something is off in the speed the keys are being hit, and im aware that the masked walking up to the terminal is a tiny bit janky too xD

potent marsh
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also from my last session, i died plenty and became a masked plenty, and didnt camp any entrances

patent swift
#

good to hear... ๐Ÿ™‚

the next big bug is going to be masked standing at the terminal.. doing nothing.. (hopefully not, but it wouldent shock me with the changes ive made... lmao)

potent marsh
#

A couple of other little suggestions:
-It might be nice to have an option so naturally spawning masked (from vents) spawn with equipment such as a walkie or flashlight etc. Walkies especially, since the odds on them stumbling across one in the facility can make it a very niche thing to happen, especially when you got stuff like hoarding bugs taking items and maneaters/shrimps that eat stuff and all that. Would also work nicely for when you implement the more aggressive AI that uses weapons.
-Similarly, a Symbiosis-like thing where masked have a chance to attempt to "use" whatever item they might be holding would be good too. I was a lil disappointed when a mimic of me took a weezer guitar out of our ship but didnt play it whilst harassing my friends. Just the chaos of masked attempting to "use" whatever they are holding has potential for alot of chaos and funny stuff, like with the LethalThings rocket launcher, emergency dice etc.

#

And then, to add on to all of that, if you have the functionality for masked to randomly use items, then it wouldnt hurt to have a config to list item ids for masked to prioritise picking up and using should it enter their vision (either from the ship or in the facility, just like with walkies)
I would certainly be throwing most weapons, dice, airhorns and other chaotic things on there

patent swift
#

using items is fair.. if they are holding an item, randomly using it would be cool.

as for "giving them items", i trialed that.. tested it, have a working system for "fake items", which are the same as the normal items, but they wont ever drop them.

I only ditched working on it because of a bug spamming an error in the logs, which i then fixed by editing the animation, so that doesnt occur anymore.

so at some point ill work on that again.. but.. im not sure how i want it to work exactly.. or what items i want them to hold... etc.. and how rare they have an item, and what they do with said item around other players.

the biggest dillemma for me is.. with mods like "reserved item slots".. they dont hold the items in the normal positions.. so giving them an item they essentially wear potentially leads to them looking "not like a player".

it maybe that i need to chat with them, about seeing if i can tap into what they are doing... for placing items on players (but instead doing it on masked), also, masked spawn with those same items attached to their bodies when they mimic a player.. so it maybe just better that i make use of them (if they exist, and i can, as the flashlight is useable.. i just dont know if it is classified as a flashlight, walkie, etc, or an object that looks like one but isnt one.. :D)

potent marsh
patent swift
potent marsh
#

heh, i see yeah

patent swift
#

but as soon as they enter "killing mode" they would have to hide the item, haha.

#

but yeah, as we both say, its a big can of worms, i need to have a think about what im doing there.. but picked up items being used, i can certainly look at.

and if you use "remnants", the chance of them finding a walkie on the interior dramatically increases.

opaque cypress
#

im curious, do you know if this mod compatible with abandoned company assets? its spawns equipment like flashlights and walkies around the facility but they will be decayed versions that can have "malfunctions" im not sure what they are because i have yet to try it

patent swift
#

remnants and abandoned company assets sound similar, but remnants items are not broken/malfunctioning.

visual cosmos
#

wait IDEA

#

masked should try to use noise-making items to attract mobs that can hear noises

#

so they just are like: "get 'em boys airhorn"

gray rover
#

hater for NO reason

viral rune
#

omni hater. The hate spans across state lines.

charred narwhal
patent swift
unborn trench
patent swift
# unborn trench I feel like a masked with the "insane" personality would probably be willing to ...

that may be the case, but i never said an insane masked shouldent be honking his horn repeatedly.. I just said that in order for a dog to attack a masked, thats more modifying how a dog interacts with a masked, which is currently out of scope of my mod until I actually go beyond just modifying the masked.

I do hope to get masked to a stable state, and work on other things, but every time i reach stable.. or fix something.. new problems arise soaking up my time.

there is also other mods delving into the "modifying vanilla enemy" realm.. so, even less rush from my pov, to work on other enemies, especially ones that may conflict with other mods which could quite easily be used together with my mod until they actually conflict.

potent marsh
#

Out of curiosity, how would your mod behave with this?

#

Do you think the masked would trigger those functions? Do they actually hit the switches?

#

A masked hitting a switch that causes turrets to go beserk sounds very funny

patent swift
#

if the switches are the same as the vanilla, then yes

potent marsh
#

I'll try it out sometime

potent marsh
potent marsh
#

i am just curious if the masked could ever actually trigger them

patent swift
potent marsh
#

Yeah up to you

#

not super important but would be cool if they hit random switches

patent swift
patent swift
molten merlin
potent marsh
#

And the combos are randomized each landing

patent swift
#

ah, so, unless i could read those combos, from BBB, i couldent leave it in a result of "lights off"? or check that the lights are on.

I check for all switches turned on = "turn them off", i then re-check if they are turned on again.. to enable turn them off again.

i could probably change that.. but the problem is, if a random combination, leads to the power being ON.. then it destroys the point of the masked turning the power off.

potent marsh
#

It doesn't really matter in the grand scheme of things

#

Compat would be nice if they could flip random switches if that mod is detected, otherwise its fine

patent swift
#

I'll have a think because for me, the masked is there to make the lights go off.. but alternatively them putting all turrets on berserk mode is a win for me ๐Ÿ˜‰ I just don't want the lights left on.

sick glen
#

is it known that masked just, sit at the exits when going outside

#

or is this a bug with starlancer ai fix

patent swift
#

Also, it won't be a bug with starlancer ai fix afaik. But a full mod list will help me determine what is causing it now. x.x

sick glen
#

0.2.8, it was on march (no log since i restared the game unfortunately)

#

was a normal facility

#

here's the code but i dont think it'll be useful considering the amount of mods (sorry)
01930bbe-d9e0-f884-7358-aa4a0dad1216

patent swift
#

No worries

#

Tbh I think what's happening now is.. I disabled the vanilla exiting code because of a bug.. but the vanilla code telling the masked to go out of an exit, is still active.. so I think I just need to rework the code so "if at an exit, use it" and then my code for going to the exit, should just path to there, not actually trigger the activation.

#

So yeah, masked pathing there because my mod is bugging out and vanilla taking over.. but then can't actually do anything.. lmao

#

Or maybe I should just reenable the vanilla code and do my own code for fire exits only.. hmm

patent swift
#

uploaded v0.2.9

  • changed Main Entrance/Fire Exit usage by the LI masked to be like vanilla masked usage (passive, used when the masked are at the door itself) so even if they bug out and stand at the entrance, they should use the entrance and change what they are doing to stop them lingering there too long.
patent swift
sick glen
#

Ill see how it goes tomorrow, got my group playing then and will let you know

patent swift
#

dw my group plays tonight, so ill see long before you if its broken xD

native carbon
#

It might just be the moon, but the masked were still standing at the door when I landed on Asteroid13 today

charred narwhal
#

its a masked protest

#

nobody in or out

#

theyre on strike

native carbon
#

They could leave but not go back in. It happened at the fire exits as well

native carbon
#

It's most likely the moon because the masked were fine on Black Mesa

patent swift
#

will look at it soon, probably just need to increase the check range or something... I tried to get the masked to look straight forward when they walk near to the door, so they always "see" the door, but it may just be that the position the door registers as being at is wrong, or something x.x

gray rover
#

rather fond of the masked camping the doors because it kills my teammates and i laugh at them

#

this could be us laughing at my teammates

patent swift
gray rover
potent marsh
#

I dont have a log of the session but i caught some of it in the clip

#

i believe it was trying to leave, but its cuz starlancers' warehouse has the exit be the button just to the side

#

rather than the door itself

#

Also the camping caused a bug to happen that i have never seen before
Fella got grabbed by 2 masked at once, which then created 2 masked of him at once

#

i wonder if, due to zombies, they would both drop bodies

flint hill
#

Does this work with the cosmetics from MoreCompany?

potent marsh
#

Should do yeah

#

i think its a ModelReplacementAPI thing, the masked support
Unsure what mod allows for normal cosmetics to work

molten merlin
surreal stump
patent swift
#

tbh, assuming starlancer enemy escape doesnt just use the vanilla method, maybe i should take some tips from there if i cant get this working xD

potent marsh
#

Tho Starlancer made both the escape mod + warehouse so i wouldnt be surprised if he extra made sure it would work

patent swift
#

erm.. so looking at where the masked is looking, they NEVER look at the door.

potent marsh
patent swift
#

so it seems the door position.. ISNT the door...

#

same with the fire exit... hmm

#

ok,.. cant teleport using imperium.. to the main entrance.. and one fire exit teleport throws me off the map, might have to ask wesley about it.

masked walk to the door
masked reach the door
masked cant see the door.. so its like the main entrance/fire escape ISNT the door object.

patent swift
potent marsh
#

yeah, its odd

#

the only interior that i know that does that

patent swift
#

well, rather than demand moons/interiors to do specific things.. (have the actual door as the game object), im probably going to have to implement work arounds for these moons/interiors x.x

#

it would be fine if the button.. was the teleport position as well, but its not

cedar kettle
#

Maybe the pivot point of the doors is somewhere else? Idk. I would probably make a check for either The Trigger or ScanNode or if Doors use a script like Grabbable Object I would check for that.

patent swift
#

im just going to generate an exceptions list.. or maybe somehow auto bypass the validation if masked stand near an exit point for too long.

molten merlin
#

maybe if it takes too long you can just use the regular masked logic to go outside?

patent swift
#

uploaded 0.3.0

  • fixed an issue with moons/interiors that dont use the actual door as the EntranceTeleport game object leading to masked standing at the doors.
patent swift
#

well.. can confirm 0.3.0 playing 99% as expected...

masked dont get stuck at the door.. but did have some lingering in the "weird spot in the ship" where they were bugging out before.. might be related to them wanting a shotgun (first time ive actually seen them want a shotgun outside of testing, and i didnt modify the code yet.. lmao) and the mod breaking because of it... so ill have to look at why :S but better in the ship where you can see them before they kill you xD

rough loom
#

@patent swift How would you rate your mod so far for normal usage
Trying to convince a friend to try it, tho he is VERY hesitant bc it's [Experimental]/beta

patent swift
# rough loom <@333519150955626518> How would you rate your mod so far for normal usage Trying...

I put experimental because some things completely don't work, but those things that completely dont work are because I haven't updated the code for them yet and 99% of the time, those things dont occur.

Also sometimes there are bugs, but I fix known bugs ASAP.

Me and my friends play with my mod and many other mods 2 times a week with minimal issues.

If you or anyone else is worried that the mod will ruin their games due to bugs.. I honestly suggest loading your modpack with imperium and li added, and then spawning a masked and watching what they do.

Sure it takes time to see if any mod is truly busted or working via your own testing (and there is way too much in this mod to test everything regularly).. but yeah, I only put experimental because I consciously know some things are broken and need fixing as I have not looked at those sections of code yet (mainly the previously mentioned shotguns as of right now, but I'm sure other things are broken too).

But.. the broken stuff doesn't stop me and my group playing and having fun, and aside from the recent bug with masked standing at doors and killing people (now fixed afaik), most bugs go 100% unnoticed as it only stops the masked from what they are doing and doesn't interfere with the rest of the game. (Ie, a masked maybe standing far deep out of sight doing nothing, which afaik, sounds like typical vanilla behaviour sometimes xD)

rough loom
#

Bet, tyvm

tepid heart
#

So when can we fix the mechanism that masked use weapons to attack players? lol

patent swift
potent marsh
#

So, with "Cunning", is it supposed to just sit at the breakerbox indefinitely? The lights are off, it did mess with it, it just kinda remains there

#

I wonder if it might be because of BetterBreakerBox making it so the breaker box doesn't neccesarily turn off the lights. Cant really tell from the clip or remember, but if the facility wasn't actually dark because the rework of the mod prevents the lights going out, the masked might just sit at the breakerbox indefinitely, since the condition for it to stop (lights going out) isnt met
But i thought i saw this happen prior to adding that mod so i am unsure

patent swift
#

also... is that a different model? it looks wide.. wondering if thats preventing it from reaching the right place?

#

i dont know how other models work

potent marsh
#

Its with model replacement api so its clientsided

patent swift
#

well ill have a look at it... but as i say, looks like the masked just didnt reach the breaker... :/

can you send me a picture of which room thats in?it looks like one with the shelves, but not 100% sure.

potent marsh
#

Its the big room with the shelves, sometimes an apparatus, and most notably usually a stone staircase going down

#

WAIT

#

I do have a clip

#

Cuz this dumbass opened a gift that spawned bees with LethalPresents and i ran through there
The masked seen wasnt from his body though or anything, just copied his likeness

potent marsh
#

Again, i think same as the limimal pools thing that happened before, the issue can be solved by it swapping tasks once a task has lasted for too long without them moving anywhere

patent swift
patent swift
# potent marsh Again, i think same as the limimal pools thing that happened before, the issue c...

its not the same, this is.. interesting.

so.. after the liminal pools thing.. (where distance was checked).. i added in a LOS check.. this fixed the liminal pools issue due to the breaker being above an unwalkeable area.

so now there is a LOS check, as well as a distance check.

I actually tried with BBB... and it failed after turning ON the breaker box (so that maybe a seperate issue)

but i also just had it where the masked walked up to it and didnt seem to know they are right next to it.

i then teleported the masked to the other side of the room.. and then they walked up to it and used it like nothing was wrong, lmao.

#

"I actually tried with BBB... and it failed after turning ON the breaker box (so that maybe a seperate issue)".. ok this issue is because.. i turn all switches ON if the power is OFF, ill have to look at changing that somehow... perhaps "random switches until the power is off"

without BBB there seems to be an issue with both distance and LOS... so ill have to look at whats going on as one should trigger it.

patent swift
#

ok, seems the main issue, is something similar to the terminal.

with the terminal.. "forward" is to the left of the terminal so "right" was in front of the terminal. (crappy diagram below)

.....forward....terminal
...........................right

with the breaker box.. forward is ABOVE the breaker box.. so yeah.. fun... hopefully RIGHT always points to the front/back... so i can use that instead, lmao.

#

nvm, "-up" seems to be forward for the breaker ๐Ÿ˜„

patent swift
#

ok, i beleive ive fixed this.. + applied the same to the apparatus (and got it working on liminal pools too)

it seems that "forward" isnt always forward and is different for everything, should have known and should have checked before (but i dont think im the only one to not realise this.. xD)

might just check my "doors" code then upload.. as terminal should be already good.. and i cant think of anything else that needs it (items is a completely different ballgame)

tepid heart
#

So, what's the problem with the masked's aggressive behavior so far? I want to try it, but I'm afraid that catastrophic mistakes will happen.

patent swift
opaque cypress
#

yea i had some error spam yesterday about a masked trying to pick up a shotgun

patent swift
runic lintel
#

The day aggressive masked get fixed is the day when shit gets real

charred narwhal
#

arber

runic lintel
#

No

charred narwhal
#

barbe

runic lintel
patent swift
#

uploaded v0.3.1 - Hotfix
-fixed issues with routing to the Apparatus
-fixed issues with routing to the BreakerBox
-fixed issues with routing to the MainEntrance and FireExits (reverted part of the changes i made in 0.3.0 that caused the issue)

viral field
#

Do they run through textures? perceive

patent swift
viral field
#

xD

#

They seem to be accelerating, but they are going slowly - a traitor

patent swift
#

its like something is setting their speed SLOW.. when it shouldent

#

the weird thing is.. they go faster than players.. xD

patent swift
#

well.. got something done today which should help me with debugging xD visualisers now actually show correct for every masked spawned and dont break when i despawn them, woo ;o

visual cosmos
#

idea for something masked do

#

throw objects (any object lmao) at players to annoy them

#

like imagine you turn around because you hear footsteps and a masked lobs an entire cash register directly at you

potent marsh
#

Masked also seem to get stuck abit on the main entrance on the SDM interior

#

i will have logs n clips later

#

at least after a few seconds they move away now

patent swift
potent marsh
#

you'll see in clip when i get it

patent swift
potent marsh
#

latest

#

Was on Atlas Abyss (SDM interior), i can proly upload a clip tomorrow n all to show what it was doing

patent swift
#

was it to a fire exit? or the main entrance?

potent marsh
#

Main entrance

#

Though i think i saw them get stuck on a fire exit too

molten merlin
#

would it be possible to have insane masked do the "autopilot is leaving at [time]" thing instead of taking off with no warning with no signal translator?

odd pebble
#

Great mod, mimics now run with flashlights, I would like to customize this chance in the config, I really want to set a small chance that the mimic will appear with a shotgun, would be an imbo function ๐Ÿ™‚

tepid heart
#

In fact, the most unlike place between the masked and the player is actually the different moving speed when running, and the normal player's running speed is actually faster than the masked.So I think it's enough to make the masked run at a speed similar to that of a player holding a flashlight and shovel, and to make him not look up when running.

visual cosmos
#

masked DEFINITELY have a problem with fake running. there've been multiple occasions (frequent occasions, by the way) where i've been following a masked and i can definitely notice that they run AND walk slower than me. i think it's because they have different running/walking speeds when chasing a player? because when they're actively pursuing someone, they run at a normal speed... idk

tepid heart
#

It may be because the masked has only two states: begging the player and chasing the player. In the search mode, the speed of the masked is constant, but there are two different action states. The running speed and walking speed are the same, so it looks like "masked".

visual cosmos
#

example i just recorded

#

idk why they were ignoring me, i don't have the personalities where they ignore you on

tepid heart
#

Maybe I'm wrong, but the speed of running and walking in masked is really designed to be slower than that of players. Zeekerss is designed for better recognition, but this mod wants to make the masked more realistic, so I think it may be necessary to modify the moving speed of the masked. It may only be possible to make the speed slightly lower than that of the players but rest more frequently to balance the overall speed.

visual cosmos
#

yeah i think that the mask speed wonky-ness needs to be completely removed, if not completely, then just make the masked walking/running speeds 1 number lower than players

tepid heart
#

At least according to the current masked running speed, it is very easy to be seen. If the speed players are very close, but the rest frequency is also close to the players, this effect may be better.

visual cosmos
#

yeah a lot of times i'll be messing around in lethal with my friends and i'll spawn a masked, watch it bumble around and i (along with my friends) will be like "oh yeah that's totally a masked" because of the way they move

#

masked just move weird in general

tepid heart
#

In fact, the most obvious difference is the way of moving. When the masked moves around the corner, the visual angle will not move in the moving direction, but the whole body will move horizontally. If the player does this, he can also disguise masked. It seems that the direction of the masked is only X-axis and Y-axis, and there is no intermediate transition, unlike other enemies, it can not turn correctly.

visual cosmos
#

masked do seem to move on "rails"

#

they don't have the free movement of players

tepid heart
#

It seems that there is no need to adjust the moving speed of the mask. If the moving direction can be added correctly, the difference in moving speed is the most easily overlooked, because the player will also slow down with heavy objects.

patent swift
patent swift
patent swift
patent swift
# visual cosmos

that needs re-working, its based on luck... sometimes they notice you instantly, sometimes they dont notice you at all.. it shouldent be like that.

#

the masked are as far as i know, set to the same running speed as players.. (in my mod), it they dont go that speed.. then.. something is interfering, i have yet to investigate what... but what i find when playing is.. when a masked is sprinting at me.. i cant outrun it... so to say they are slower... im not so sure.

visual cosmos
#

because it further pushes the like "ohh wait no that's my friend he;s just messing witth me"

#

but also something i had an idea about..

patent swift
visual cosmos
# visual cosmos but also something i had an idea about..

maybe some way to make masked idly "wander" around. but like this:
they choose a little area and make a like.. bubble of where to walk. so they just wander around in that area only, and the wandering pattern goes like, walk to a node, stop for a few seconds and just stand there, then go again

queen sky
#

heyo is this a known issue? sometimes when a masked steals a walkie and died/leave behind they leave behind walkies floating and cannot be grabbed

visual cosmos
#

and maybe something to make masked "hide" around, where they stop and wait for people inside the facilities or smth

odd pebble
tepid heart
#

So is there any way to make the moving direction of the mask consistent with the facing direction?

patent swift
patent swift
queen sky
#

just an idea. dunno which masked would do this but crouching around dogs and running away around giants

runic lintel
#

Masked don't appreciate interiors with non-mineshaft elevators

#

I presume they don't know how to path to main and just end up getting stuck

queen sky
#

this log getting spammed. did not see what happen to the masked. I assume it got killed by an old bird. I got this on embrion. can this be ignored?

viral field
patent swift
patent swift
viral field
#

or at least throw off the assembly, I'll find it myself

patent swift
patent swift
# queen sky this log getting spammed. did not see what happen to the masked. I assume it got...

this error seems to be in relation to the object held by the masked.

if (((EnemyAI)maskedEnemy).isEnemyDead && isHoldingObject)
            {
                maskedGoal = "died, dropping objects!";
                closestGrabbable.parentObject = null;
                closestGrabbable.isHeld = false;
                closestGrabbable.isHeldByEnemy = false;
                isHoldingObject = false;
            }

its this line..
closestGrabbable.parentObject = null;

ill have to have a look at it.. its old code, and i think with hindsight, a lot is wrong with it.

all it means though is the item itself bugs out.. and the masked bugs out (but the masked is dead, so who cares... so its just the item existing but not being grabbable i guess..)

queen sky
patent swift
queen sky
#

we having lag issues now with the log spam.

#

[15:26:41.5951858] [Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Transform.get_position () (at <e27997765c1848b09d8073e5d642717a>:IL_0000)
LethalIntelligence.Patches.MaskedAIRevamp.CheckForEntrancesNearby () (at ./Patches/MaskedAIRevamp.cs:433)
LethalIntelligence.Patches.MaskedAIRevamp.FixedUpdate () (at ./Patches/MaskedAIRevamp.cs:1457)

[15:26:41.5962440] [Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Transform.get_position () (at <e27997765c1848b09d8073e5d642717a>:IL_0000)
LethalIntelligence.Patches.MaskedAIRevamp.CheckForEntrancesNearby () (at ./Patches/MaskedAIRevamp.cs:433)
LethalIntelligence.Patches.MaskedAIRevamp.FixedUpdate () (at ./Patches/MaskedAIRevamp.cs:1457)

[15:26:41.5982859] [Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Transform.get_position () (at <e27997765c1848b09d8073e5d642717a>:IL_0000)
LethalIntelligence.Patches.MaskedAIRevamp.CheckForEntrancesNearby () (at ./Patches/MaskedAIRevamp.cs:433)
LethalIntelligence.Patches.MaskedAIRevamp.FixedUpdate () (at ./Patches/MaskedAIRevamp.cs:1457)

[15:26:41.5992961] [Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Transform.get_position () (at <e27997765c1848b09d8073e5d642717a>:IL_0000)
LethalIntelligence.Patches.MaskedAIRevamp.CheckForEntrancesNearby () (at ./Patches/MaskedAIRevamp.cs:433)
LethalIntelligence.Patches.MaskedAIRevamp.FixedUpdate () (at ./Patches/MaskedAIRevamp.cs:1457)

#

[15:26:41.6024907] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
EnemyAI.SetClientCalculatingAI (System.Boolean enable) (at <d491ed1d4cc34874a2498af41192fe04>:IL_0007)
EnemyAI.Update () (at <d491ed1d4cc34874a2498af41192fe04>:IL_0333)
DMD<>?96358458.TrampolineEnemyAI::Update?-673603648 (EnemyAI ) (at <ac08388ee05a4411ab018cce1f9d5ba7>:IL_0025)
CodeRebirth.src.Patches.EnemyAIPatch.EnemyAI_Update (On.EnemyAI+orig_Update orig, EnemyAI self) (at ./src/Patches/EnemyAIPatch.cs:34)
DMD<>?545753994.HookEnemyAI::Update?894966084 (EnemyAI ) (at <093afbfd18194789bd435afe6ef40dad>:IL_000F)
MaskedPlayerEnemy.Update () (at <d491ed1d4cc34874a2498af41192fe04>:IL_0000)

[15:26:41.6024907] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
EnemyAI.SetClientCalculatingAI (System.Boolean enable) (at <d491ed1d4cc34874a2498af41192fe04>:IL_0007)
EnemyAI.Update () (at <d491ed1d4cc34874a2498af41192fe04>:IL_0333)
DMD<>?96358458.TrampolineEnemyAI::Update?-673603648 (EnemyAI ) (at <ac08388ee05a4411ab018cce1f9d5ba7>:IL_0025)
CodeRebirth.src.Patches.EnemyAIPatch.EnemyAI_Update (On.EnemyAI+orig_Update orig, EnemyAI self) (at ./src/Patches/EnemyAIPatch.cs:34)
DMD<>?545753994.HookEnemyAI::Update?894966084 (EnemyAI ) (at <093afbfd18194789bd435afe6ef40dad>:IL_000F)
MaskedPlayerEnemy.Update () (at <d491ed1d4cc34874a2498af41192fe04>:IL_0000)

#

profile code : 019345b5-9e33-b2e2-253f-d6b8c9677621

patent swift
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also, when you send logs.. make sure its a file.. not a massive wall of text like the above, really helps

patent swift
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i should probably add in some null checks though..

edit: will add in some null checks going forward, but that wont stop the log spam.. it will just provide better info (and hopefully stop the mod from breaking)

will need to know the moon/interior to replicate it so i can find out why its occuring.

runic lintel
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Apparently (Some) clients can't see the masked's signal translator messages

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@brazen cypress Send ur logs pls :3

brazen cypress
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63 megabyte log btw what the actual fuck

runic lintel
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Oh yeah that masked didn't attack the player who entered the ship either weirdly enough

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Not sure if that's intended

patent swift
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ill have a look at it in a minute...

quick question for anyone though, does this look like a NORMAL player head position if they were looking straight ahead?

(that is a masked)

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another angle..

patent swift
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ok i think i maybe see the issue.. i probably need to re-work a lot of code.. the original code i started with had all clients assigning network variables... but it maybe that.. by allowing clients to set the value.. its leading to an error (maybe some changes in code at the vanilla end causing this).... which is breaking some things? thats my best guess..

[Error :LethalNetworkAPI] The client 3 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.maskedFocusInt"
[Error :LethalNetworkAPI] The client 3 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.maskedActivityInt"
[Error :LethalNetworkAPI] The client 3 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.enterTermianlSpecialCodeInt"
[Error :LethalNetworkAPI] The client 3 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.isCrouched"
[Error :LethalNetworkAPI] The client 3 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.dropItem"
[Error :LethalNetworkAPI] The client 3 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.isDancing"
[Error :LethalNetworkAPI] The client 3 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.isRunning"
[Error :LethalNetworkAPI] The client 3 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.useWalkie"
[Error :LethalNetworkAPI] The client 3 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.isJumped"
[Error :LethalNetworkAPI] The client 3 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.SelectPersonalityInt"
[Error :LethalNetworkAPI] The client 3 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.maxDanceCount"
[Error :LethalNetworkAPI] The client 3 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.terminalTimeFloat"
[Error :LethalNetworkAPI] The client 3 cannot use server methods. Variable Identifier: "VirusTLNR.LethalIntelligence.delayMaxTime"

patent swift
patent swift
# runic lintel Yes

then yeah, i think i have to re-write a lot of code.. and i get the feeling the "dropping items" bug is also related, because i dont get the same bug as they do before my fix, so i get the feeling its being seen like that as a client.

so yeah.. may take me a short while to fix.. we shall see ;o

runic lintel
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๐Ÿ‘

patent swift
# visual cosmos yeah, mostly

ive since found out it is...

so now ive got them facing the correct way.. im trying to now add in a bit of a tilt for when they are walking up and down stairs, etc..

now they only want to look forward.. wahoo.

vagrant silo
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wahoo!!