#[EXPERIMENTAL] Lethal Intelligence + MaskedInvisFix
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is it possible to make masked like.. mimic player mouse movement by randomly looking around?
thats basically.. the old vanilla code, that made them look up.
i see.
except zeekers hadthem doing 140 degree flicks.
i could replicate it.. and do smoother movement... but, for now its disabled.
hmm
i hope zeekers actually updates masked.. like, in any way for the christmas update
he's gotta do something for them, since.. the last christmas update was when they were added
isnโt he working on his other game rn?
he has another game??
https://lethal-company.fandom.com/wiki/Version_64
Hello, I'm back with another smaller update. While working on this, I started losing steam, even though I was happy with the direction things are going. So I decided to switch to another project for a while (Welcome To The Dark Place) with the hopes of finishing it soon.
He has a history of making multiple big indie titles
we played earlier today and we having no lags. downgrading mirage into earlier build fixed it. so its not this mod's issue. I hope
This mod is not compatible with old versions of mirage though.
Sorry I should say, if your not running a version required then should disable the mirage option in my mod.
till what version is supported?
according to mirage changelog, the compatibility with this mod was added in 1.9.1
so, if you have 1.9.0 or before, the mirage option needs to be disabled in my mod, as my mod will be like "hey mirage, give me audio", and mirage will reply "???" and cause my mod to error.
yes
i may have to rework the code behind that option though.. the intention was that no one would be running on old versions.
is there a way to disable taking the apparatus, it causes a few issues on some interiors for me'
also I keep getting this issue where masked clump up here on offense
I assume they are trying to get to the fireexit
tbh, i never ever thought about offenses's fire exit.. its probably one i need to chalk up as "cant reach". thanks for pointing it out.
dont use "insane". but what "issues" are you getting?
For example, on slaughterhouse, they can't reach the apparatus which seems to cause lag, and if I spawn one over there and it pulls it, it doesnt actually take it out.
do you think it could be possible to add the signal translator to deceiving then?
idk if this is possible, but do you think you could check if the path isnt valid, and if not, try main entrance instead?
nah, checking if path is valid or not doesnt work in LC.
i will just test if they can walk down the cliff, and if they can.. ill just make them not use the fire exit on the outside, if they cant walk down the cliff, then.. i will just disable use of that fire exit period when the moon is offense.
valid
not happening. you still havent explained the "apparatus issues" you mentioned.
.
oh wait, you did, one sec
masked never pull out the apparatus... they "sabotage" it.
ill have a look at slaughterhouse though.
one last thing, I dont know if this is an issue with 2 story ship or this mod, but masked tend to try and walk through this wall
Im assuming its because of the navmesh from 2 story ship, but figured I would bring it up here just in case
i use 2 story ship, not sure ive seen an issue, but then i havent seen a masked reach the ship.
what moon was that on?
offense
oh that floor doesnt look like offense.
I just have navmesh enabled
as a suggestion, it could be cool if masked would fight back against baboon hawks when attacked
they dont really have a weapon to fight back with.. they do the "instant choke kill" thing.
if i was to do it with any personality, it would be deceiving... but, aggressive is the only one i intend to pick up player weapons... maybe if a baboon hawk is nearby... deceiving will pick up a player weapon and target them.. i d k
could be cool, I do kinda wish deceiving would occasionally pick up one piece of scrap every now and then and just walk around with it or bring it near the ship while being watched
they do.
oh? I didnt see it in their description
they pick up scrap, and take it to the ship
regarding slaughterhouse apparatus.. is this the only place the apparatus spawns?
ok, then the problem is slaughterhouse's to fix.
that little wall in front is a PIT of blood... you fall in.. you die
it has no navmesh
so on the LADDERS there needs to be navmesh.. or an offnavmeshlink
makes sense
actually i maybe wrong, let me re-check
cause... i made some code changes and was testing them.. and.. its bugging out ๐
I just encountered these 2 masked constantly trying to walk into this corner
log?
i can confirm... masked sabotages the apparatus.. so there just needs to be navmesh or a link between the two sides of that gap.
do you have debug mode on?
I will turn it on
i need the text log.. the full thing.
well then, when you can, send the full log, and tell me which moon + interior you are on.
erm, in the bepinex folder
where the mods are installed to
thats my latest
it was on offense and factory interior
if you need my pack I can send it
nah, its likely something in my mod causing it, i just want to understand what those masked were doing
๐
I had spawned those two masked inside with imperium if that makes a difference
this log has no info in it of your play session :/
weird
Probably cuz I reopened the game before you asked for it
Ill see if I can replicate it
well.. the next time such a thing occurs, if you look at the "maskedstatusreport" and look back and let me know what their "goal" was just before they got stuck, then i have a clue on where to look ๐
yes that will be why, new log every time you reopen
wastes hdd space, only need it once
afaik, they dont come through that wall.. but i will say the bugger is persistant.. the doors were close.. and after about 30s.. he suddenly appeared through the doors.
next one couldent get through the doors.. so i think there is no issue, or a bug with the doors.
yea I assume this is an issue with 2 story
I'll report this to 2story, since it looks like the navmesh still uses the original ship's first floor, having the side platform navmesh inside the wall
i tested with 2 story, no issues.
oh wait...
THAT SIDE
i misunderstood.
yeah, there should be a ladder over there, im guessing it needs moving further out (the navmesh). I havent noticed that issue, i thought you were talking about the other side xD
lmao
Autopilot just took off while a mask was on the terminal and it broke my terminal : (
gotta relog
aye... fun times.. or you can just spawn another masked and let them finish.
so yeah, the "side navmesh" issue, is defo the navmesh not being correct.
it happens on experimentation too, just tested
that shoulda been the first thing I checked lmao
=p i do 99% of my testing on experimentation... so quirks of other places.. i dont see until i see them in a live game.. or.. someone reports them xD
I do too, I just happened to notice this when I was testing Rebalanced moons
btw, talking about quirks.. slaughterhouse "vent" corridors.. masked see them as a place to walk through... i dont know if they can set a "crouched" area mask... instead of a walking one.. but the masked walk through the walls on there.
yea I noticed that but just assumed that would be a quirk lmao
it doesnt affect much, aside from giving away that its a masked.. and making you super vunerable in the vents.. but.. uh yeah.. it would probably be hard for me to detect all the random differences on interiors.. I assume they can tell entities to crouch there. but i d k how making levels works exactly.
you could raycast up from their origin and see how much room is there, if its short then they crouch
perhaps.. im just not going to look at it anytime soon, its not urgent to fix xD
valid
if I could have any mod made I would want a mod that makes kidnapper fox good
his design and sound effects are just too good to be completely scrapped, and zeekerss said they have no interest in reworking him
i was actually thinking similar... about making the fox my second entity in this mod.. but frankly.. i dont know what to do with it if i ever got the chance to fiddle with it
if you need ideas, I made a suggestion earlier
focused around making it fit into the lethal company design philosophy more
most of the changes just focus on the logic tree behind the fox rather than making new behaviors, and making shroud more simple
well.. thing is... i like the "permanent" thing.. i just dont like how its implemented.
and id be giving a similar treatment to the masked.. giving it personalities, might even make it the masked's pets.. i d k, as i said "if" i got the time.
fixing shit in this mod already soaks up my time.. add on that im busy irl xD bit hard to work on new stuff, cant even finish the masked xD
If you install a wider spaceship and a 2nd spaceship, When the masked wants to enter the spaceship, it will come in from the bottom on the right side of the entrance of the spaceship. and then go around and return to the main entrance.
#1240985198485573743 message
I see, so is this a problem that is being fixed?
this is not my problem to fix, as you said yourself.. "if i installed wider ship or 2 story ship"... those mods (well 2 story ship) change the navmesh... so its on those mods to fix the issue imho as i dont edit the navmesh at all, masked and all entities just use the navmesh as it exists.
i dont know what you mean
"steering effect" = using the cruiser?
How annoying the language barrier is sometimes lol
Would be better if we all used sign language in here.
I'm not sure, but sign language can differ from country to country (language to language)
True
I mean, as mentioned before, make the facial orientation of the masked consistent with the moving direction. The translator I use may have some translation problems.
xD
because i am fluent in that ๐ฎ
Well duh
||The joke is that you can't effectively do it even if you wanted because there aren't enough accurate ASL specific emojis ||
its either done, or not done, there is rarely "in progress" things... here is a list of things done for the next patch, which im uploading later.
likewise, you wouldent see my hands moving irl if i never imagined emotes were required.
oh and btw, sorry, it wasnt a translation issue i feel, i just wasnt sure what you meant and it seemed more like you were referring to the cruiser (as i did have thoughts to allow masked to steal the cruiser, someday...) based off how the translation came out ๐
It's a little crazy to let AI drive a cruiser. I don't know how to make the masked realize the driving effect correctly under such complicated driving logic.
The only way I can think of is to let the masked sit on the cruiser, and then the cruiser has the intelligence to start automatic driving, but I still can't imagine its effect in detail. After all, it is very difficult for players to drive a cruiser.
In fact, I think the most difficult point is: if the masked drives a cruiser to carry the player, what kind of action will the player see? For example, turning the steering wheel or manually shifting gears is crazy.
thats probably right... make them walk up to cruiser.. then teleport them inside... and then make them idle (just making turning animations)
then.. ngl.. it would all be the cruiser being controlled, not the masked.
CruiserIntelligence when?
well i was thinking,it may have to be a seperate mod, so it could be used with other mods xD
but thats basically doing what tesla have done irl x.x
lmao. Yeah def a separate thing entirely.
indeed, and make it so any mod could make any entity drive the cruiser... xD
v0.3.2 uploaded
- (dev/debug) fixed and modified Visualisers for masked when using imperium
- fixed item dropping when masked die carrying an item
- added some null checks to masked using entrances passivly
- disabled vanilla "random turning" for masked so they hopefully look more "player" like in how they move. (this should also reduce instances of them "looking upwards".. maybe even prevents it)
- updated entranceteleport filters to mitigate against masked using "unusable" entrances due to missing navmesh/offnavmeshlinks from how moons/interiors are designed.
- prevented a softlock if you pull the ships lever while a masked is using the terminal
- fixed an error where no obj codes were found when deceiving was using the terminal
^ something not in the changelog.. forgot xD but uh.. the "slow running" that some people experienced before, i think i know why that was happening... cant be sure.. but, do let me know if its seen again, as i think ive fixed it in this update by coincidence based off what i was changing.
guys i have a GENIUS idea... einstein level thinking...
add compatibility with LethalHands so that aggressive masked occasionally square up and throw haymakers.
I used version 0.3.2, and the steering effect of the masked is indeed closer to the real person, but it seems that I can't catch it? I summoned four masks when I used devmode, and no one could catch me.
Well, Masked seem to be able to catch players in normal play. I don't know why I won't be caught in the test room.
i dont use the test room.. the test room doesnt have apparatus, breaker, entrances, terminal, locker, etc
are there plans to make masked use stun grenades/try to crush people with extension ladders
It's too difficult to put an extension ladder on people. It's better to move the ladder like hoarding bug.
what if they'd try to use it to crush people going into the facility? like sensing when players are about to enter the main entrance (maybe some method where they place the ladder when the delay is almost finished, because there's a delay to entering) and placing the ladder to crush them
idea: when masked are hiding on the ship, make them watch TV
idea: u learn to code and make ur ideas real ๐คฏ
terrible idea, instead harass a coder and force them to make your stuff
this has been your rodrigo tip of the day
rodrigo u r so big broin
doesnt work on me... xD
listen.. no one can force me to do anything.... especially when im building my own army.. look at me "training" my troops ๐ (im the dude on the hill "overseeing training")
shotgun > pistol
anyway, my picture was of 4 masked carrying a shotgun, shovel, stun grenade, and a butlers knife.. i would "assume" they can already use the stun grenade and the shovel (as code certainly exists for that), but usually im wrong... but at least i have them picking them up ๐
they look alot more convincing holding stuff lol
im curious, will they do their normal grab to kill you or will they try to beat you with a shovel if they have one xD
right now... normal kill.
once i actually implement stuff properly.. if they have a shovel, they will whack you to death.
id be more scared of the knife and shotgun and stun grenade though..
stungrenade blinds you... and your probably dead before you even see them. (they wont get stunned or blinded)
shotgun... they might shoot you as soon as they see you.. and.. to make it fun... ill have to give them extra ammo and allow them to reload xD
and knife... well.. butler is an asshole... so... i dont suppose the knife will be any less threatening on a masked.. lmao
๐ฆ cheating.
lol, i see
i wonder if compatibility with piggys variety could eventually be possible, a masked with a rifle would be menacing
i mean, no reason why not. it would play the same as a shotgun... except.. it could be used at longer range.
if its not a "shotgunitem", then i could code it as such.. otherwise.. it would end up just being a weaker shotgun that can fire multiple times before reloading?
Wouldnโt it make more sense if they thwacked you until critical, then converted you into one of their own
maybe, but who says you dont get converted after you die? its only going to be aggressive wielding these weapons, so tbh, i dont see the lack of conversion for 1 masked, as a big deal, but i could always code it so that if critical hp, then masked just does the normal "collide" kill instead of continuing to whack with the shovel.
I was just wondering since the ultimate goal of the masked is to spread more of their kind
that does make sense.. but, if i can make them convert without having to make them do that kill animation.. then, id rather that.. death by shovel, or shotgun, or knife, is funnier imho
we could just say the knife, and shovel were laced with "masked poison" that kills you and converts you.. and same for the shotgun shells.. ;o
im not entirely sure tbh, i think it uses shotgun code. i was just thinking that a masked blasting you with a full auto rifle would be more dangerous xd
well.... my aim for the shotgun was not going to be the nutcracker way... i was expecting the masked to blast both barrels in quick succession, and then reload..
Something like that would be cool ngl
Visible masked vomit on the weapons
so instead if the rifle is the same as the shotgun... i could do the same.. fast fire... til need to reload.
ah i see
nah, i wouldent change how the weapons look xD im just posturing, if the weapons look different.. it spoils the "blending in with players aspect.
but someone could always write a mod.. that if shovels etc are being held by a masked.. then it uses a different skin
but yeah, as i say, if its a shotgun item.. then my code will already pick it up.. so if it gets fired like a shotgun, but has a bigger magazine.. then i think it will be fine
Fair
ColorfulToolVariety lol
masked when they uurhrhrhhgg
Lol
lootbugs using shotguns when?
The masked gets stuck trying to go into the Solace (StarlancerMoons) fire exit on top of the hill, since its a trapdoor on the floor rather than a normal fire exit
I understand not wanting to patch them for every single modded moon with funky fire exits
But i think Starlancers are fairly popular so it may be worth doing
Incorrect. (edit, btw, when i wrote incorrect, i meant, ill happily patch every entrance causing issues :D)
I tell them to ignore every fire exit or main entrance that is bugged. I just don't know them all, but I was playing on solace last night thinking the same but about the one above the main entrance.
Ngl, I appreciate that entrances are mainly for players but I wish there was proper navmesh for these places.... we really need a list of moons with entrances that aren't navmeshable imho
Anyway, will add them to the list, probably disable all fire exits though as I can't tell the interior ones apart.
May have to do the same for triskelion too tbh, some on a ledge, would have to test.
Ah yeah it has a ledge one
Auralis....i dont know, because 1 fire exit is really far out past some parkour, idk if enemies can navigate over it
yeah, usually, they will go "near" and stop there, so its easy once they do it, but checking 20-30 maps is hard, so i figured, people will report it when they come accross it xD
I'll see about adjusting the navmesh when I get around to updating
tbh, in the case of the one on the balcony (on solace), im not sure its possible (as i assume the "ledge" is intended so you need an extension ladder to get there or a jetpack), i have the same issue with liminal pools interior, there is a fire exit on a ledge, no ladder, but the problem is, if there is just no navmesh, the navmesh agent cant seem to understand there is a blockage/no route (the same happens with locked doors).. probably i need to change something, but with locked doors, a lot of people having an issue.
if i can just identify the interior side (like i can with moons as you have fixed fire exit numbers),, then i can just blacklist those exits so they arent used.. but with interiors, i dont think there is a way to find out which entrance belongs to which if your black listing an interior one as afaik, all fire exits are randomly assigned.
so with interiors, ive been adopting the policy of "all fire exits are blacklisted" if there is one thats not accessible.
but with moons, ive been blacklisting individual fire exits
Gotcha. For interiors really the only thing you can do is grab the ID of the teleport and match it against the exterior teleport that shares the ID, bc as you said it is randomly generated.
One of the problems with my navmesh, like the Solace shack trapdoor thing, is that I tried to get fancy with it and use different area types, so I'll probably just scrap that and use ordinary navmesh instead
yeah that dont work afaik as the interior ones id maybe 1, then it maybe 3.
i would hope that a "crouch" navmesh mask would be fine there? or do you not mean the mask?
at this point I don't even remember, it's whatever field has like "medium" and "small" areas
yeah i know nothing about navmesh xD just i know area mask can be set.. and i could use the "crouch" mask to make the masked crouch.. (except.. on the interior.. its random as f.. so thanks zeekers for that x.x)
no that should be possible what's up
well, i maybe didnt explain it as good as i could before, so going to reexplain in full now incase i didnt before.
example 1: on solace moon, there is a balcony above the main entrance.. i can identify this by the ID, and ignore it (both inside, and outside will ignore it) as there is no navmesh/offnavmeshlink due to design.
example 2: in the liminalpools interior, there is a balcony above some water with a fire exit, once again, no navmesh, no offnavmeshlink, due to design. (i also need to ignore it both inside and outside, but i cant identify which fire exit via its internal position)
in both cases, those fire exits need to be ignored (by my mod) and another selected (if available) instead.
for example 1, i know the ID every time, and so i just blacklist that ID, when on that moon.
for example 2, i dont know the ID as it changes every time you land (unless im very much mistaken).. so for now im ignoring all fire exits where that interior is present.
i thought maybe the tile's have names, so i could identify the fire exit based off the tilename, but beyond that wasnt sure how to identify the exact fire exit i need to ignore.
any chance you have a photo of example 2?
let me open my game and find one.
fire exit ID is #3 in this picture.
landed again, its not even a fire exit this time..
IMO that's something Drako should solve and not you, That's playable space with an interactable object it (again imo) should have navmesh baking
Seems unintended
nope, its intended afaik. similar occured with the main entrance, i brought it up, and he changed the main entrance because masked use main entrance in vanilla.
For a quick fix though you could probably just try sampling for a position where the player spawns on the fire exit and if theres not a valid one block that exit?
@pseudo drum curious on this
we was just discussing fire exits on ledges, you told me a while back that you didnt want navmesh links at the main entrance before (but you fixed that now afaik), and i think you said the same about the above fire exit?
Uhh
not abotu fixing it, about not wanting the link xD
i was just looking to ignore them cause no link exists.
its not a liminalpools issue, the same is on many things on many moons/interiors, this was just an example.
I finished the config thing that lets you decide if you want it to be guaranteed disabled enabled or lowered so i could add something where if its lowered enemies can jump to it
i was actually thinking ofmaking a list of fire exits/main entrances which arent accessible because im noticing a lot of times i test issues that many are problematic XD
oh, were you doing that? ๐ฎ thats cool
Yes
Zaggy did most of it tbf because i had like no idea what i was doing with clientRpc and networkManager things
well... something that would help, is if it doesnt have a link.. if you could somehow add a flag to it.. that i could read.. (by looping through all entrances), then, i could be like "this has that flag... ignore it".. and that would fix my issues
then when it doesnt have a link.. it would have the flag
and then hopefully people who do similar, could do the same flag xD i realise this is a me issue, as no one is using fire exits like i am.. lol
Might be a weird opinion (and no offense Drako btw) but sometimes if people's content is broken you just gotta tell them about it
Can't always workaround incorrect setups
Ye
Its good to fix things you dont think anout
*about
The more accessible stuff is the more mods can be made
yes, but if people have a vision.. then.. i like to let them have their vision, like they let me have mine ๐ so, as i know the ledge is intended (or was intended), and other places have similar, i try to factor it in. i was just hoping i could identify it by tile. ignoring it isnt a big issue for me, i just wished i could ignore "just that one"
I should have been more specific. I agree with no link being up to design interpretation but I think no baking in this example is objectively incorrect
In regards to how you want to resolve it, I think trying to identify the tile is hardcodey and workaroundy
identifying why you don't like that Tile seems more intentional
oh maybe i didnt explain properly
there is navmesh on the ledge
there is just no navmesh between the ledge and the lower floor, and no link
Ah ok that changes things abit yeah
yeah sorry, i just meant, something comes through that door, its stuck up on the ledge, and if it wants to go through that door, it cant reach it from the inside.
Can you not just try to make paths between each fire exit and the main entrance (and vis versa) and if any fail you blacklist them?
thats an idea.. except, this is the same issue as locked doors..
i was told locked doors carve the navmesh, impossible to work around that.
?
and this is the same, except the navmesh isnt carved, there just is no path surely?
all doors, not on your interior
They shouldnt?
Impossible? My friend you lack creativity ๐
everyone* lacks creativity.
The navmesh obstacle on vanilla door dont have carve enabled
i wanted to fix it and ive been looking ๐
If doors carving the navmesh are stopping you from doing something, simply turn them off while you do it ๐
well.. thats an idea i didnt think about.. xD might want to make that public info as i wasnt the only one griping over it and was told its impossible ;o
so what are you suggesting i turn off?
I assume they have a navmeshobstacle or something on them right
then im misinformed x.x
in theory you only really need to do this kind of thing once so you sample the paths at the start of the round and cache the results
ill have to look at that..but im checking paths long after the round starts.
That's not what we we're talking about
maybe not xD
You wanted to find that specific Fire Exit to blacklist it, Because mimics cannot route through the interior from it. You don't need get that infomation throughout the round because that information isn't going to change
You could take the easy way out and just have them respawn if they get stuck
detecting they are stuck is the hard part, and respawn where? if its on that ledge, they could decide to go the direction of inside... and then be stuck again.
with how its setup for my masked, they dont usually stand still when stuck... they keep walking around in the space they have trying different routes (or so it seems), that may have been masked's random pathing from vanilla, which ive kind of got rid of now, ill have to check, but, last i checked a month ago.. i wanted to have them walk up to the locked door, and then unlock it themselves, and then go through it (like they had a master key), but they just never walk up to it and stop still.
Respawn on an AI Node likely, but detecting theyre stuck would depend on how the AI works ig
Not even respawn, yoh could just teleport them
if they were stopped dead not moving, id just check if their position is the same.. but path is never invalid, or incomplete, it just changes the path when they reach the door.
i was debating teleportation (for doors), but i feel if the door is locked, they should just go "ah well" and do somethign else... not "cheat" their way through (i guess thats my vision)
before i head off to bed, thanks for the suggestions/tips/etc guys, will have a think about all thats said and especially the door issue, ill have another look at it soon.
With more emotes with this, will the masks still randomly emote when they see you?
not currently.
Getting masked stuck on the interior-side main entrance on Vacuity, had 6 silently waiting in there
thanks for letting me know.. but what was the "interior"? as i assume Vacuity is the moon.
Both the new Castellum Carnis and Facility I believe
do you have a log?
That was mineshaft not facility actually whoops, that session was a few launches ago sorry
oh, mineshaft, and its no worries, i know masked have a few issues using the elevator in my mod, but im shocked they get stuck there, ill have a look when i get a chance, thanks for letting me know
Anyone who's using Mirage + LI, if you're running Mirage v1.13.0, you'll want to disable compat with Mirage in LI's config for now.
Either that, or stick to the previous version of Mirage if it worked fine for you.
Mirage + LI is not compatible on Mirage v1.13.0, and Virus is currently working on a fix
Had these spammed while on Fremist with the Castellum Carnis interior, if it helps at all
The full log is currently 38MB...
Will look a them when I get a chance, thanks.
I noticed one problem. This interior is incompatible with your mod, mimics appear but they glitch out
https://thunderstore.io/c/lethal-company/p/Generic_GMD/Generic_Interiors/
They may simply stand and do nothing or walk very slowly and strangely
thanks for letting me know... thats usually due to pathing not being possible though.. so might want to look at the masked status report.. see what they are trying to do (for example, heading to apparatus?) and then report to the maker of the interior that the pathing to that thing, maybe broken.
either way, i will check it out when i resolve the issues im currently facing. ๐
Truncated a log in case it helps, since I'm not sure if I'd failed to catch something in those screenshots, and using imperium this time, vanilla Mansion on Lurkin, same crowding as they try to all stand at the same spot against the door
Hmm I wonder if the Mirage compat setting is doing it, but I'd think them unrelated functions, since mirage doesn't touch navigation afaik
Please just move before we both blow up
...and the moment I remove mirage they all go out a fire exit... alrighty then, guess despite not encountering the freezes others have encountered mine were still being affected, sorry to be a bother then, though hopefully the data is still useful for fixing things?
as was reccommended, turn off the mirage compatibility setting for now if using mirage.. ANY error within a mod can break a whole mod, and if mirage compatibility is turned on atm, mirage will break LI.
i technically have a fix for this.. but as testing this has shown me that apparantly a lot more is suddenly broken (networking issues) i cant just update to fix the mirage issue as frankly, a lot more is busted (knowing my luck... the things busted arent actually busted, but, i d k why its all broken suddenly as no one has reported the issues im seeing.. lmao)
Did some testing today and ran into an issue with masked getting stuck in a corner. According to the log, these four were trying to reach a fire exit. I looked around the interior and noticed that both fire exits were behind a locked door, so the masked couldn't reach them
The same thing happened when I spawned a fifth masked inside. It wanted to go to a fire exit, but got stuck in that corner
unfortunately, locked doors are a thing that are a problem for other entities as well.
other entities though are not given much direction and in essence act quite randomly.. and so, them reaching a locked door, is not as big an issue.
because i give the masked a direction.. the direction sometimes leads them through locked doors, to which, they cannot pass, leading to this issue, in most cases, you would hope it doesnt occur, but sometimes it does, and sometimes it does and is never seen (while alive).
for future purpose... im debating giving masked the "key to the facility".. ie.. they can unlock doors and open blast doors.. just so this issue goes away...
for now though, im more focused on other issues, which.. rather mysteriously.. no one has noticed occuring... ๐
That makes sense. I don't see this occur too often
v0.3.3 - Hotfix uploaded
- Fixed (hopefully) compatibility with the new version (1.14) of Mirage.
Please Note:- in the current version and previous versions... Insane/Cunning/Deceiving may all show variances between client/host (breaker, terminal, picking up items).. Likewise Walkies may not appear to be picked up on client's while host will see masked holding a walkie. Beyond this masked should behave as normal. If you want no issues, then either disable the masked features, or turn off all personalities except "aggressive". Will fix this asap. If playing solo, all masked should be working fine as its a networking issue.
I dont like "not" fixing things before releasing an update, but this may take a while to fix and i wanted to get the mirage fix out sooner than later, i think most of the "variances" will go unnoticed.. as frankly.. no one has reported them, just kinda baffled as to whats led to this being broken as when i wrote the integration code for LI<->mirage and tested it, everything seemed fine then.. but apparantly i got lucky, or it was an illusion.. i d k xD
i figured not, but i also had a brainwave on how it maybe fixed.. either way, one for the queue of things that need fixing.. lmao.
I just saw masked stuttering forward really slowly and wanted to figure out why. This was the first time I properly checked if they could reach their objective, so the stuttering may have another cause
nah, the stuttering is them unable to reach their destination, ive seen it since i started working on the mod.
unfortunately, the way the game works is...
a -----------------------> b
put a locked door between
a ----------> LOCKED DOOR b
no way past it, unless another path already exists, which is often not the case.
i wanted to check for locked doors (but that doesnt work), but thinking back to a conversation in this thread about "bad" fire exits (bad in the sense of pathing), it maybe just i need to run a check on the full path, and if it doesnt complete.. then.. change focus... but thats an issue to fix later.. the networking issues are the main problem right now. ๐
slowly chipping away at it and making one of the craziest masked mods ๐ฎ
i like all the progress u share
sometimes i specifically come back to this server just to read it xD
1 step forward, 20 back :3 thanks
what if masked just... used keys to open doors?
"you cant detect locked doors"
masked just see them as a wall.
same for all entities.
ah i see, i can;t read
its fine, just explaining why xD
Could you implement something like this to check?
`
Collider[] hitColliders = Physics.OverlapSphere(transform.position, 3f);
// Order the colliders by distance
hitColliders = hitColliders.OrderBy(collider => Vector3.Distance(collider.transform.position, transform.position)).ToArray();
// Get all colliders with the DoorLock component
Collider[] doorLockColliders = hitColliders.Where(collider => collider.GetComponent<DoorLock>() != null).ToArray();
if (doorLockColliders.Length > 0)
{
DoorLock door = doorLockColliders[0].GetComponent<DoorLock>();
var locked = door.isLocked;
}
`
I was just working on this earlier for my mod, but had different needs, so I scrapped it. But I believe it worked for detecting locked doors in my limited testing.
that tells you where doors are that are locked, but you cant check if its on the path that an entity is routing via because under the door is no navmesh to path on.
Ahhh, gotchya. That makes sense. Do they path to the door at least? You could check if the masked collider is colliding with a door at certain intervals, and then if it is get the DoorLock and check if it's locked.
I know this isn't super high on your priority list, I just though it was an interesting challenge lol.
sometimes, my idea was if the masked look at a door, they open it ;o
Lmao. That works ๐คฃ
Hope the update to masked AI doesn't make things difficult for ya
there in v69 they fixed something with masks...
the fact that they didn't work well with the mines, won't this affect your mod in any way?
they fixed them using the elevator, which was iffy at best, but i do use the vanilla code... i just thought my changes broke that.. but i guess it was just broken by zeekers, woo
Another problem I've noticed, there are times when the mimic just doesn't pay attention to you, even if I'm in front of him. I only have a single option in config personality called "aggressive" selected.
yeah that whole system needs re-working, i set every masked to have a % chance to ignore players, eventually they will notice you, but, tbh, it doesnt work as it should, so i need to change it.
When do you plan on redoing this? I just saw that this has been on the list of known issues for months now, of course I'm by no means pushing it on you, it's just inconvenient that mimics behave like this, at first I thought it was because of the "hidden" personality, but now it turns out it applies to all mimics. Anyway I'm really looking forward to this update, thank you for a good mod
out of curiosity virus, are you testing this via unity editor with a hot-reload plugin or anything? one of the reasons i decided to drop masked enemy ai changes for mirage v2 was because of how tedious it is to test changes, by manually booting up the game every time
manually loading the game every time xD
my condolences
i k r, but im now using your autostart mod and tbh its helping.
even with autostart it's still a pain in the ass to have to test ai changes
since the ideal would be saving, hot-reloading the script, and seeing ai changes live
well yes, i have to essentially set it up to auto run a config over and over so when i load, they do exactly what i want them to do (specific personality, focus, activity, lol), otherwise would be even more of a pain.
yeah even then it's still painful since startup takes a minute, but that definitely helps
no i know, but i gotta do what i gotta do.
yeahh no alternative, unless somehow you figure out how to hot-reload changes ๐
i was considering trying to figure out how to compile to IL on the fly, passing it off to unity, and then updating the relevant areas with the new changes, but it's a lot more nuanced than that, so that just wouldn't work without putting a ton of time into just getting that to work
did end up finding out there's hot-reload unity plugins, but i still haven't tried them (nor do i need it anymore)
yeah i know nothing about that, all i know is in unity, trying to do animations/etc for the masked is a pain, i much rather fiddle in game lol.
I've been doing all my ai testing with manual loading too lmao. I have no idea how to do it through Unity. But it would be helpful to be able to see the lines with DrawLine.
as they say, when you dont know better ;o
and tbh, i tend to write massive swathes of code before testing.. like for example.. the breakerbox stuff i did, i probably wrote 99% of the code, then loaded the game.. saw a bit not working.. fixed that bit, reloaded, and so on, so for most things, im probably only loading the game 4/5 times, but when things arent working after 2/3 attempts.. it gets old quick.
my familiarity with unity is low.
my experience is working on among us mods.. which is minimal.. and now working on this, so i probably have less clue than you ;o
kinda forgot til this second... fun development from my session with my friends last night.. bare in mind.. i havent updated the code for picking up shotguns or anything...
i run into a masked, that either copied my friend.. or found a shotgun... either way it had a shotgun in its hands and was chasing after me... for me personally.. this was shocking.. as, i thought them actually picking up shotguns wasnt possible.. so to run into a masked carrying a shotgun.. yikes xD luckily for my sanity.. i realised within 15 seconds of it following me that it was completely harmless..
so i think in the next patch im going to have to disable all the code related to them holding shotguns.. until it all works... xD (otherwise masked giving you cuddles instead of killing you is going to be a meme image in the near future im sure)
tbh, i was thinking i might just strip away anything i havent worked on, current issues are a headache, and having to fix things that I still havent looked at, in relation to a wide sweeping fix thats just generally required is going to be like shooting myself in the face ๐
maybe this is the plugin you are thinking of.
#1196943144009351258 message
nah that's what's required to run LC inside unity editor
but it's still not hot-reload by itself
although i'm sure there's some sort of hot-reload plugin out there
that'd work with the LC patcher
just haven't bothered testing since i don't need it when working on audio stuff for mirage
I just started unity and modding in general in November ๐
oh i see, just was reading and figured that was it xD
nice, ive usually been providing assistance to others rather than working on my own stuff. so relatively new myself.
You're still doing awesome! I've been stuck trying to figure out how to get my AI to path AROUND the player lol. I've kinda gotten it a few times, but then I make a tweak and break the whole thing...
ive had mixed success, but i think thats because im still tapping into vanilla code which tells masked to kill the player xD new entity? and what do you mean around the player?
Yeah, I made a mod called Lethal Gargoyles. Where the gargoyle stays just out of sight of a target and taunts them with witty comments. I'm trying to add a new behavior where if a player is on a catwalk, it will circle around and try to get behind the player and then push them (Hopefully towards an edge). But with the current agent it keeps taking the shortest path in front of the player. So I created 8 zones around the player and am trying to get the AI to follow points in each zone to move around the player until it reaches the back zones and then start moving in.
ah so the "staying out of sight whispering taunts" bit works?
Yeah, the pathing logic in that is simple and imperfect. But works well enough. This new behavior is proving to be a pain though lol
i would just get the vision of the player, and basically make it avoid that area... but as i said,ive had mixed success in similar with Stealthy.
and for me it wasnt avoiding the vision area, it was avoiding the position of the player.
like say the vision area is a triangle.. extend the triangle a bit so its a bigger area.. (so there is margin for error) then set that area is unwalkable?
i dont know the right wording.. but i know what i mean xD whether that helps or not i d k
I try that, but then it just hangs out outside of the vision area I set. I'm looking to create a more dynamic pathing then just "Wait for the player to turn around". But I may just concede and do that anyways. I've been working on this for about 50 hours, but my lack of experience and knowledge is starting to frustrate me lol.
well it shouldent be like that anyway, maybe set its destination to be behind the player using the players position .forward = -5 ?
then hopefully they would walk to behind them... then when they reach the valid distance behind.. target them to the players position?
actually thats wrong, i think its .forward * -5
i forget without looking at code. xD
I do that and then it just paces in front of the player because it tries to get behind the player by going through the player. Which is why I am trying to create zones, so it's next target position is dependent on which zone it's currently in. With the end goal being "Back"
oops, wait.. position + forward*-5?
This is the zone logic:
well.. if there is only ONE way to the player, but it hasnt been detected by the player in X seconds, teleport to a fair distance behind the player? (a bit of a cheat but players wouldent know because they havent seen the gargoyle within X seconds?)
if there are multiple pathways to behind the player, and all of the route in front of the player is invalid for pathing... then they should use the other route.
Not a bad workaround, honestly. I'm kinda stubborn though, and I've taken this challenge personally lmao.
obviously, if it has been seen before, then, it shouldent cheat.. but should instead be told to "ignore" the player if it cant go around.
no i get that... when you want to make somethign work, you do all you can to make it happen rather than taking shortcuts.. ngl, i wouldent give the advice i just gave to myself because im the same (i want to complete the challange.. not just shortcut it... unless i really have to)
Hahaha, I'll still keep that teleport thing in mind. If it takes another 50 hours and I'm nowhere closer, I'll see about making it a stopgap till I can figure out the "Proper" way.
Or I can just add some particle effects to the teleport and call it a "Feature".
xD
This and the avoidance behavior is the reason why I don't like the unity AI, it's simply not fit for the job.
Maybe dot product could help filter out which zones are valid? I would definitely use try to use it to define zones that are behind the player's back and ones behind the player from the gargoyle's perspective and find a path that would not intersect player LOS.
It took some time, but it works great now haha. I definitely wish it wasn't such a pain, but I'm happy with the result ๐ค๐ป
Lets go!
so a bit of an update as i havent said or uploaded anything in a while.
still having issues, but seems im 90% of the way there to fixing the networking issues ive been having, getting some funky situation currently (apparantly on the client, the masked would like to use their TOES to use the terminal keyboard), but, with trial and error, im sure i can work out why its not working properly and fix it. ๐
incase i dont post here in the next few days (likely), have a merry xmas ๐
figured since you might know, any way to get rid of the masked flicking their head to the sky randomly? that's pretty much the only 100% clear tell that it's a masked and not an AI imitating friend with mirage
or is that "included" in this mod as well? good luck with getting it out from [EXPERIMENTAL]
๐
have you used this mod? if not, after the next patch, give it a go, currently fixing a lot of issues that seemed to appear recently.. but i fixed the "random looking" a while ago.
zeekers just seemingly made masked look the complete opposite direction regularly... i removed that.
thinking about it, i may make that a base line incase people dont want the personalities, or incase stuff is broken like it is atm.. so people can still have a better experience. xD
if you have used the mod before, and your still getting the issue, do let me know though, because it shouldent happen.. except in one scenario.. but that would be a bug.. and afaik, doesnt happen.
i havent yet, but i found out about it when piggy was making it and thought it was great, just too buggy/experimental to use it for our groups modlist
will for sure include it after the patch
have had a lot of fun with only mirage for now and this'll just put it onto the next level
lmao, tbh... when i first used MaskedAIRevamp.. i was like "bugs? what bugs? works fine"
I then started updating MaskedAIRevamp as my mod.. and.. ever since ive found everything to be broken.
and then people have used my mod.. and being honest.. what im fixing now... no one has reported the issues im fixing.. so i think.. unless you "know" how it should exactly work.. only the "obvious" bugs are apparant... which is why i didnt see the bugs before, but know every damn issue there is now.
as for getting out of experimental.. i mean, aside from what im fixing now..................... it works fine.. EXCEPT picking up shotguns/shovels.. aggressive is probably the most broken atm..
yeah lol i can get that for sure, also good to know
the biggest issue for me is the networking, reading that it's "apparently busted"
oh and an update on my fixing...
regarding this..
#1240985198485573743 message
i stopped them doing that.. so.. now thats working.. i can look at other potential issues..and see if they all have the same issue.. but the terminal issues.. was 100% the biggest problem as that required "specific" things, other stuff shouldent. ๐
lmao nice timing
exactly, the networking is busted, but ive fixed it... i just need to make sure everything works networked xD
after the update is pushed, will be downloading it for sure, good luck on debugging man
if it still requires it
but, yeah, like, i play with my friends, and tested stuff with my friends, no one called me delusional.. so im really baffled how at least they ddint notice im seeing and hearing different xD
i think tbh, if i clean up my code that i have at the moment, test walkies pick up fine, test breaker is turned off fine, test apparatus is disabled fine, test ship is taken by masked fine, test basic item picking up and dropping is fine....(famous last words), i can probably update tomorrow, because thats 99% of what should be wrong if anything.
also as a byproduct of changes... stealthy should look a whole lot less weird.. (i hope).
uploaded v 0.3.4 - The Grand Re-Networking Patch #1 of 2
- Positioning, Rotation and similar "basic" networking issues fixed.
- Breakerbox networking issues fixed
- Apparatus networking issues fixed
- Terminal networking issues fixed
- ShipLever networking issues fixed
- items seem to not get picked up by masked, I will fix issues with items in the next patch just ran out of time today and wanted to get something out the door.
============================================
in summary.. everything should work as before... there is an issue i forgot to mention in the changelog/known issues so ill list the remaining unfixed things now..
1 - items dont pick up (walkies may, but standard items do not for cunning/deceiving afaik)
2 - signal translator messages are not yet synced
will likely fix those tomorrow in patch #2 for networking.
so yeah, dont use 0.3.3 or before unless playing solo and having issues with 0.3.4. ๐
Thank you for your hard work! Can't wait to try this patch out.
Ideas for braken changes -
Higher chance to target isolated players
Quicker to aggro on armed players
Higher chance to target players close to a coilhead
make who it targets more random rather then closest braken is a smart predator
i think targetting the closest player is the best for it because players can get in the way if it's trying to target someone else
slow work*, just glad ive gotten over the mountain, rest is hopefully easy. (although items are my least favourite thing in the world :D)
thanks for the praise though, going back to my message previously about "waiting a patch", id say wait for the next one, after that things should be 100% back to where i thought things were before i realised there was an issue with networking, plus maybe ill have fixed picking up shotguns too, although i did play this evening with the new version and things seemed to be working fine, a masked even told my friend (using mirage) that i (virus) will take his loot so he can loot more.. which my friend totally forgot i said about 90 mins earlier.. and so he died. ๐
if all players are far away, i would rather it goes for isolated players.
armed/not armed, i dont care much about, if anything, id rather the bracken picks on the vunerable.. maybe even favours people who die more over people who die less.. for maximum kills for bracken kind ;o
once again, if a player is near a coilhead, and no players are near the bracken, id also favour that.
as for "more random", being smart is never random, unless faced with an opponent who reacts well to logic. so id favour logic for the bracken over randomness... he is an angry sod wanting to snap some necks imho.
either way, thanks, will keep the suggestions in mind for whenever i choose to work on bracken stuff.
while i kinda agree with you.. a bracken chasing one player.. and getting interupted by another player... and snapping their neck and then continuing the chase.. is quite funny ๐
that's how it already works? if a player angers it and it's in a chase then it chases the nearest player
yes, it doesnt then continue after the original player it locked on to if someone gets in the way, or maybe it does, i d k, usually a bracken either gets thier kill and runs with the body, or dies in my group.
when a bracken kills someone it'll always start carrying the body away so targetting another player doesn't matter because it'll just drag the body away as usual
yes im saying, it could be changed so the first kill is just a distraction and it keeps chasing the original player, rather than it completely forgetting who made it angry.
Imagine if braken encounters a snareflea it looks at it for a while then begins to crawl onto the cealings to imitate it but gives up after a while if it catches no players that way
Sorry, meow, but the Lethal Company Modding server doesn't support looking for groups anymore! Please use another Discord server such as the Unofficial Community to find games, thank mew!
It's normal for him to shake like that xD
Afraid to work
He's stuck in this terminal and won't give it to me(
No signs of life
@patent swift
A couple more questions, are there any mods that somehow break the AI โโof masks?
When he shakes, he uses stamina
Like he's running around while he's in the terminal or something.
and when running or exploring, the head is tilted slightly up...
he;s scared you won't believe he;s you
Yes, he stood there for 60 seconds
it was written stealth, well that's it xD
ahahahaha
ahh, you're talking about the terminal
but it's weird
how long should he stay in the terminal?
no, was that definitly deceiving? deceiving worked 100% fine for me yesterday, but i can re-check it... kinda need the log
decieiving does stand at the terminal for a long time.. enters a lot of codes, should hear keyboard typing and the codes being entered though.
but that does not excuse the fact they didnt have their hands at the keyboard (unless it started late.. happens sometimes due to lag i think)
it maybe they broke because they saw a player while entering the terminal. its something i didnt look at.. xD
the fact that here.. they have a target... is probably why it bugged out.. but it shouldent then still be focusing on the terminal... so maybe detecting players is busted x.x
sometime later, I will provide a video report with the logs and profile code of my build, if there is anything there that does not conflict (I am 99% sure that there is not) @patent swift
i doubt its a conflict, probably just desync regards to masked targetting players, thats another thing i need to sync up with network variables.
I am getting spammed by masked status reports in consoles
You can reduce the frequency of them in the mod config
if I set it to 9999 will it not send data or just not log
If you set it to 9999, you probably won't see any status reports (unless they always print when a new masked spawns). If you truly don't want to see any, just uncheck "debug mode"
Other log messages produced by the mod will not be affected. The status reports just make it easier for the mod creator to analyze logs and discover problems
I have my status report frequency set to 8 right now
but I mean is it only for console or is it reporting to other parts of the mod
because I dont wanna see the masked status in console but I dont want the mod to break
it only affects what you see in the console and log file
nothing will break if you disable it
If you don't want the status reports turn off debug mode, however it doesn't decrease performance, and should you have any issues, I want to see the status reports.
I would say if you decrease the frequency of the status reports, they become less relevant, so might as well just turn them off as me seeing 20% of them missing will lead to them not helping me at all.
Only reason I default debug mode as on is because people never turn them on and frankly I need the help with fixing issues ๐
If you set to 9999. I think the first report will send, then you will see report #1 and report # 10000.
So yeah, basically never cause I doubt 10000 reports happen in 1 masked lifetime. Lol
Also, you are not getting spammed by them.
Status reports send when details change, if there is no change, there is no report sent.. if you think its truly spammy, send me the log, it maybe I left in something that changes constantly by mistake.
I was getting sent one every second when a masked was spawned in, I had the delay on 100
send me the log
Ok I will when I get on in like a hour
thanks
ok, my apologies.. im stupid, its my fault.. will fix in the next patch.. i add in the date time.. and.. then i promptly FORGOT that that would trigger a new report... my bad XD (this is why i like seeing logs)
all good
may actually fix it before bed... ๐ i doubt its a hard fix.. just need to replace the time AFTER checking its the same ๐
uploaded v0.3.5 - Hotfix
- fixed the change in 0.3.4 that made masked status reports spammy.
bro made me think Virus snuck in the ability for masked to wield weapons
HE HAS THAT IMPRESSION DOWN TO A SCIENCE
not yet. the code is there, but current issues stopped me working on that.
the things (aside from the fixes) that are in progress, is getting weapons working, as well as making it so a player and a masked look more similar (by making the name plates the same where possible)
Take your time. I just thought the clip would get a chuckle out of people. I knew the weapon-wielding is on hold for more important fixes, but my friend's impression was so good that it confused me in the moment
The mere existence of this mod has created so much confusion and paranoia among my usual group, and that's why I love it
i know dw, i laughed at it xD
sadly im a nerd, so i knew instantly they werent a masked (nametag mostly)
GI has a setting to give them their nametags
i personally dont use GI, and its only "similar" to vanilla player nametags.
i use nameplatetweaks, and so GI wouldent fool me.
uploaded v0.3.6 - The Grand Re-Networking Patch #2 of 2
- TargetPlayer networking issues fixed
- item pickup networking issues fixed
- item dropping networking issues fixed
- fixed some bad logging since 0.3.4 (mostly the output of some logs was wrong due to variable changes not being correctly displayed in the logs)
- simplified entrance teleport coding.
there are probably still some issues, but, hopefully things are back to where i thought they were at sometime before xmas.. x.x
if your friends see masked doing something different to what you see as host and vica versa, do let me know and send me both your logs and their logs.
only "issues" i forsee..
masked picking up shotguns (they cant use them, and its really old code that is somehow suddenly as of like early december.. allowing them to pick up shotguns.. >.>).. this then makes the masked unable to kill.
possibility of issues with masked dropping items in bushes (cunning) but i couldent seem to find any, just havent thouroughly tested that.
insane may not execute "escape" properly.. if they dont, let me know, but i think i will find that out once i get a chance to re-test it (i tested it for 0.3.4, but i have made a small change that may affect things..)
signal translator messages are still not synced.. will look into that shortly as its minor.
They can finally pick up weapons now?
nope
generic items, weapons didnt get setup properly yet, they can pickup shotguns (seen) but not use them sometimes
can the mask dance if u dance?
nope, but that hasnt worked in a long time (if it ever did work)
I rememebr the orignal mask ai revamp did it
had it listed as a feature, may not have actually worked xD
nah it had worked im pretty sure
maybe before, but not now im sure.
I think toomanyemotes just makes masked emote on a timer/on meeting
maskedAIRevamp code (which is still in lethal intelligence) has code for "dancing". but never tested it, and pretty sure its busted, but i think thats only for the #1 jig and #2 point, so yeah, emotes beyond that would be from toomanyemotes.. and ngl... i would reccommend disabling that if using my mod as that mod, and my mod will interfere with each others animations (i would assume, not tested)
i do plan to add in to deceiving and stealthy.. support for using installed emotes, its just nowhere near a priority. xD
Please add compatibility with too many emotes
sorry, dont have a proper log to give since a friend had this error spam, not me but he took this ss
also the masked seem to be walking weirdly at times, dead giveaway
are they trying to get to the main entrance?
the main entrance is completely inacessible to enemies in that interior
not sure, could be but i have seen them to do that on some other interiors that do have a proper main entrance
well whatever it is, i should add a null reference check.. but the error is weird... i think i need the full log... but i can try replicate it i guess..
i think its unrelated to the entrance issue.. but its suggesting the navmeshagent is null on a line.. where it potentially could be null.
so yeah may just need to, move some null checks up.. ill test it tomorrow.
if i could get the full log though, that would help
this is probably because of the main entrance issue.
what interior is that? ill add it to the list of bad entrances, though i may just focus on reworking that.. XD
it's liminal facility from generic interiors
ah ok, thanks.
@quasi fable masked stopping for locked doors... figured id send it here as i dont think i can send videos there.
okay that's not really what I was imagining from your description lol
so what you're trying to solve is making it so that they path as if the doors aren't there when there's a locked door in the way?
sorry this is a bit long, going to upload an update shortly and wanted to explain whats going on..
so been a bit busy, so this has kinda been delayed a tad...
at start of round before the level has fully loaded, LI should now run a check... the below log says "inside entrance #1 is invalid", but it means both inside and outside is invalid as if one side is blocked, both sides are unusable)
(this log only shows on the host)
[Info :LethalIntelligence] Checking Entrance Teleports are Valid...
[Info :LethalIntelligence] Inside Entrance #1 is invalid for AI routing - this EntranceTeleport will be ignored for this round.
[Info :LethalIntelligence] Entrance Teleport Checks completed.
it will do the same check for all entrances.. so should automatically realise that an entrance is unusable for masked.. and so there shouldent be any cases of masked trying to path to entrances they cant reach.
I have tested this on liminal pools interior (1 potential bad fire exit unless you change a setting), offense moon (bad fire exit), assurance moon (bad fire exit), liminal facility interior (bad main entrance)
the worst issue im seeing right now is some false positives.. hopefully this only occurs on moons with lots of fire exits, but if it happens on moons with 1 fire exit and 1 main entrance, there is a small chance that masked will not exit/enter the facility for that round.
I am doing multiple checks for entrance to guarantee the right outcome, but, especially on moons, the landscape can cause issues due to isolated navmesh areas..
so if you see masked stuck anywhere.. i will be surprised, but if you do.. full logs please..!
will upload v0.3.7 in a few hours. ๐
hello again~ came to report this. we killed a mimic here who stole a walkie last moon and this is the next moon. that thing have a collision. loving the mod so far โค๏ธ mimic talking on the walkie are so funny ๐
i dont modify how masked look, this is a vanilla bug afaik, or related to more company, no one has a fix afaik, though a few have tried like MaskedEnemyOverhaulFork (doesnt seem to work though...).
was the masked invisible, in the PREVIOUS moon too?
because if so, that would be an interesting discovery.. and if not.. then shrug xD
no the mask is visible before but we killed it. and the walkie stays like that (looks like the masked is holding it)
it still here on the next moon
ok, so how do you know its the same masked? you landed on the same moon?
i mean its only 1 masked we killed the first round there. it stands there while talking to the walkie
dont know why it stays there tho
we killed it in arelion (mythicmoons)
so on the second landing, the masked is still where it was killed the previous round?
there is no masked but only the walkie
i understand that, i mean
you killed the masked on day 1
on day 2 you went to the same place, and the walkie is there?
yep thats right
ok.. well at least its something to look at in regards to fixing that issue....
spawn a masked, give it a walkie or item or something... kill it, take off, go back to where it died, see what logs/etc say.
hmmm maybe a bug too with nightofthelivingmimic
i think it tried to revive the mimic? welp i'm just guessing
i should send logs
the invisibility isnt a bug from that mod... but that may have led to the masked existing. i will look at the logs when i get a chance
uploaded v0.3.7
- automated detection of bad MainEntrances/FireExit's so the masked do not use them (previously I was trying to add these manually)
- prevented a null reference exception in regards to the NavMeshAgent being null
in this log, debug mode is off.. so i cant really tell whats going on (no status reports..).. but, i can see masked spawn multiple times, but not their deaths (probably because debug mode is turned off, oops, will try change that because spawning and death should be logged always imho.)
based off the network ID's though, all the masked were unrelated to each other.. so if that was there, with a walkie.. i can only assume it was copying a player with a walkie.. BUT, the players visuals didnt load, while the walkie did.
Hello. Mimic just gets stuck at the door, he goes in and out every time
@patent swift
erm, an issue with enemy sound fixes and my mod, ill have to look at it later x.x
i also think this maybe not due to an update on my end as the code erroring hasnt been changed by me, so maybe rolling back enemy sound fixes to previous version fixes it for now?
this log doesnt contain the errors in the picture.
Upon going to the company we got stuck loading with the error in the screenshot scrolling.
I'll attach the asynclogger sqlite.
We'll downgrade to the previous version for now.
Here is my modpack code if you need it:
019452d8-b0b4-e3cc-6c7f-6ed26b5f07e1
which moon?
We were loading Gordian
the company?
Yeah lol
oh fuck, i forgot about the company xD
i would normally have found these issues myself before now... but, played lethal company 2 hours this evening.. only got through 2 days, crashes on 1 moon, other mods breaking other mods.. today been a real shitshow x.x
yes just downgraded the mod and got it working again(the companny landing)
No worries! It's hard to find EVERYTHING that could go wrong.
yeah the problem is i didnt check the level name for the company because normally i check that when the mask spawn xD but the new code is seperate from masked spawning.. oops
will update shortly.
uploaded v0.3.8 - Hotfix
- fixed an issue with routing to the company spamming an error about the main entrance being null in 0.3.7
oops.
i wonder what the next big update is planned to be, after, like, y'know, all these bugs are sorted out
masked will collect scrap, sell it, and will shoot you
neat
I was stuck on a modded moon (the Wateridge LLL port), and got this error while trying to land, sticking me on the seed generation screen, and preventing the ship from actually landing down
thanks, ill have a look at it, but based off the error.. the amount of fire exits did not tally with the ID's assigned to them... basically.. i check every entrance/exit... and if there is 4, i would expect the main entrance to have an ID of 0, and the 3 fire exits to be 1,2,3.. so i make a list that expects 0-3 as an index.. and it seems that moon (or the interior you are using) maybe had an entrance with an ID that was different.. do you know what the interior was? (the log should technically say.. although i should really add it to the log line my mod first put there above.
Checking both in unity and the logs, the main and fire exits have their correct ids. from the other screenshot it looks like interior was the flesh halls one from Castellum Carnis
well i think its castellum, but let me check.
i just landed fine on waterridge
but this was the interior.
[Info :LethalIntelligence] Checking which Entrance Teleports are Valid...(WateridgeLevel|Level2Flow
it may be castellum (though i may not know it for sure) because in the logs, it said the only viable options for interiors at the time were castellum and the ||backroom|| interior from Generic
and i was able to successfully able to land on the moon on the latter interior
yeah, probably castellum then
but if you give me a sec, i will check and can provide info on why the error is occuring.
yeah go ahead
i got no error.
^ thats with some extra information about each teleport found by my code.
do you have a profile code i can try?
then i can check the details the same way
or you can try this, which will output the logs like above. (this is still v0.3.8)
yeah lemme send it real quick
0194563b-a521-db9a-97bd-81b607272a38
watch out for it though, it has quite the bit of mods (124)
thats fine, used to big mod packs, mine has 250.. lmao
it sounds like something random conflicted with my new code... my new code could be better, its left the way it is because the way i did it a few days before was very different, i could probably change the problematic lines for the next version.
but.
this line.. 90.. is this..
it initially suggested to me that wateridge is the issue.. as the error was thrown for the array relating to the outside side of the fire exits.
and the bit throwing the error.. is the parts[1] being too high a number.
as i say, if you have main entrance + 3 fire exits.. that makes 8 active EntranceTeleports -> divided by 2 = 4.. so i generate an array of string[] which has index of 0-3
parts[1] is the "entranceID" of the entrance teleport.. so it suggests that # was above 3 for the ID. (assuming there is 3 fire exits)
ill look into changing how i do that if i can, because its unreliable, maybe i can just set the array to 50 in length, then it wont matter, lmao.
Just landed on Etern and the log got spammed with NullReferenceExceptions about masked trying to find fire exits
Everyone experienced massive frame drops around the same time
Stack trace:
LethalIntelligence.Patches.MaskedAIRevamp.selectClosestEntrance (System.Boolean isOutside, System.Boolean MainEntranceAllowed, System.Boolean FireExitsAllowed) (at ./Patches/MaskedAIRevamp.cs:5452)
LethalIntelligence.Patches.MaskedAIRevamp.findEntranceTeleports (System.Boolean useMainEntrance, System.Boolean useFireExits) (at ./Patches/MaskedAIRevamp.cs:5871)
LethalIntelligence.Patches.MaskedAIRevamp.FixedUpdate () (at ./Patches/MaskedAIRevamp.cs:1729)```
thanks, will look at it shortly. but im guessing no valid fire exits were found, so ill have to investigate why.
ok, had a look at it, when i load etern, main entrance, and fire exits 1 and 2? (or maybe it was 3) were all invalid.
I am checking pathing from the entrances to random spawn points for enemies, so i d k whats going on there as you would think all spawn points would be reachable from the entrances xD
i wanted to stop adding manual exceptions, but it seems maybe for this, i may have to, or work out a better way (on the moon side at least) to check that the entrances are reachable.
Getting this on Wesleys Moon: Etern with the facility as the interior.
Not game stopping at all, just reporting it.
thanks, its the same as above's error log, it seems ETERN has some funky navmesh outside.
I changed from checking entrances vs each other to checking random points inside/checking ai spawn points outside.. im thinking i need to also check the entrances as well.. to add balance.. only reason i stopped checking entrance to entrance was if there is only ONE other entrance, it easily fails if there is a problem with 1 entrance.. but seems ai nodes outside arent reliable either.. and a random point outside isnt reliable either.. lmao.
ok, i beleive i fixed the issue.
in my original checking, i was checking a distance of "2f" away from every entrance.. which was working fine.
in my new pre-round checking, i was checking a distance of "1f" and it seems that intolerance to a bit of leeway was my downfall, now with "2f" all entrances on etern are fine.
still got an entrance on march thats flagging as "invalid", but the distance is 2.5f and its a one off.. if it proves to still be too small of a margin for most entrances (it shouldent be) then ill have to revisit the issue, but 1 in 4 entrances, on 1 moon, because of a stupid ledge... is fine.
i still need to check if the "null" issue is occuring, but, i think it stemmed from the fact that all entrances are null and i didnt put in a proper check on the client end.. oops ๐
uploaded v0.3.9 - Hotfix
- improved validation of EntranceTeleports by being less strict on some constraints to be in line with previous existing code that works fine. (bringing the new automatic code and the old manual code, more in line with each other)
- added a new idle mode to prevent log spam when all entrances are unavailable, as well as to give a "fall back" mode to masked who have nothing to do, this currently makes masked walk from 5f to 80f away from the main entrance in an attempt to find players, if they find a player they will exit idle mode. They will not enter/exit the interior in idle mode.
- added a null reference check to prevent an exception regarding entrance teleports, this will now instead lead to "idle mode" if this occurs.
- improved logging when masked spawns and debug mode is turned off
this is an example of the change to masked spawning logs..
[Info :LethalIntelligence] Masked '136' personality changed to 'Stealthy' (Moon:MarchLevel & Interior:Level1Flow3Exits)
no new lines, just extra information for when people insist on having debugmode turned off.
Sometimes masked have their heads tilted up and make it a dead give away
can i get pictures/videos and an explanation of what the masked are doing when they "tilt their head up"?
interesting, because im not telling them to look up ever and i removed the vanilla code that tells them to look randomly, makes me wonder what they are looking at.
yeah, im going to load the game, go to artifice, and spawn a masked, and watch it, cause i never use artifice for testing.
this is just one moon it happens on all moons for me
nah, thats my mod on its own.
could mirage do that?
it wouldent be a "mod conflict" as such, it would be another mod controlling masked, which, mirage doesnt do
I tested with only imperium and this mod
01945c93-8d99-eb97-fe14-c1fd33c14c63
@patent swift
with imperium, can you turn on the same visualisations i have (as seen in the picture above) so we can see where their look ais actually aimed at?
its under F1.
my masked look up aswell
visualisation button, i am loading your mod pack (that includes too many emotes.. which modifies how masked behaves unless the setting is off)
toomanyemotes messes with masked ai??
so i cant see the menus
makes them dance = modifies what they are doing.
cool
so yeah my masked also look up, should i.. send my modpack?
idk what else to do unless you can tell me what mods might be conflicting
i do have uhhh
starlancer ai fixs
I dont think its a mod conflict because it happens with only this mod and imperium
i would agree. but then, why does it not happen for me?
under "entities" on the right, find the masked, and tick all the boxes.
also under "insights" can select "enemies" for extra info
yeah, thats their vision cone, i was wondering if the cone look right ahead.. while thier face looked up.
here is a more clear shot
ah, so they are indeed looking up
yeah i d k why thats occuring.
i have one idea actually.. let me change some code and give a dll, then you can replace 0.3.9 with the DLL, and tell me if they still look up.
ok
actually.. nvm.. because i disabled the code i was thinking of previously xD so, yeah, im not making them look up
so thats vanilla code.. for some reason making them look up for you, but not for me.
did you use the code I sent
on every frame.. i tell the masked to look at their "forward" position.. so wherever they are going, they look forward.. never up, never down, never right, never left.
yes, but as you confirmed, it happens with just imperium + LI.
i dont get any masked looking up issue with your profile either.
send the modpack code you are using that works
01945ca3-f531-657e-f43f-9cfb86b05351
its the profile i use for all my testing.. but yours works too.
it works
i used to do a head tilt.. where.. if their destination was above them, they would look up, and if it was down.. they would look down.. but they would not look normal, so i disabled it.
I think I know why
?
it could be the masked personality's
because you have only sneaky enabled on this profile
which personality did you have spawned?
i test with them all usually, but yes i only had stealthy enabled as changing personality changes nothing.
enable all of them on my profile, and you wont see anything different
if its a specific personality, you are seeing the look up situation with, do let me know.
ok it wasn't that
if your saying my profile works, and yours doesnt, then its a difference between what you were doing, and what im doing. all i can confirm is, i just spawned 5 masked, miraculously, they all had a different personality.. and all looked straight forward.. lmao
Ik but the weird thing is with I tested with only your mod and imperium
i d k.. all i know is i cant replicate the issue, if you can tell me how to replicate 100%, i will replicate it and work out whats wrong XD
I figured it out
so whats causing it?
Imperium is messing with it and fixing it. If you reset your imperium config then it breaks
but on my modpack when i add imperium to check whats going on with issues, it has a reset config.
I took your imperium config from your working pack and replaced it with my imperium config in the broken pack
give me the pack with your imperium with your config, not my config
and i will test
The config in your pack already has all the imperium visitations etc enabled
01945c93-8d99-eb97-fe14-c1fd33c14c63
no no, i meant in my "playing" mod pack
i only sent you my test one.
In the test one it was working, the head was facing forward
oh I see what you mean
maybe imperium carries over config by storing it someone else then copying it to your configs folder for what every profile you are using?
config is saved in the profile only afaik.
Ik but the settings may be saved somewhere else and when you create a new profile with imperium it could copy the backup settings to your config folder for that profile
All I know is when you delete the imperium config it breaks and when I copy your imperium config to my testing pack with just your mod and imperium it fixes.
ok, i know why i dont see the issue.
when i test on imperium, i use "untargetable", "invisible" and "muted", so i watch them as if no player is near.
in your config, they were disabled.. and so it seems when masked target a player, they look up.
i will look into why it occurs.,.. but it will be some vanilla code somewhere.
i think this mod don't like the fire exit from mel's furniture mod. softlocks when trying to landing when the fire exit is bought
ah.. forgot to test with mel's fire exit.. even though i use it.. x.x
thanks for reporting it, will look into it asap.
the reason why it softlocks btw, is because i check the fire exits before the ship lands, meaning the fire exit is not near the navmesh when it is checked.. lmao.
actually seems like that fire exit is null when i check.. hmm.
so, going back to this, it seems it maybe my code after all.. i replicated the "look at" code for the masked after disabling their look at code and forgot to modify how it did things.. and i checked the values and as soon as it activates, they seem to look up at an angle of 70f... i wont disable this, because it has its purpose, but im certainly going to correct the angle is is looking at, just need to work out how im going to do that, as i dont want to make them look downwards instead.
slight progress? (if this is indeed the issue..), will have to work out how to make them look down when your down though, but this maybe the whole issue... xD
ok, is this better?
in the video, the masked is not allowed to move, and they are 100% locked on to looking at me, even when looking through walls at me (for testing only, normal rules will apply in actual gameplay)
the only time im seeing an issue (ie, juddery weird animations) is when they look pretty much directly up or directly down... (which shouldent really happen ever)
i have limited the angle they can look up/down as -60 and +60 degrees, i dont know what the normal player limit is.. but im feeling like it looks similar.
also.. old code wasnt targetting where the players "eye" is... so i modified it to use the "eye" position as i assume the "body" position is too high/too low.... which is why they always looked up...
i have also factored in the DISTANCE to the object (in this case me) that it is looking at..as a part of the "angle" equation... this probably needs tweaking.. but i think it looks relativly ok atm? (ie, objects further away lead to less angle up/down)
feedback appreciated <3
why are you performing experiments on him
#1240985198485573743 message
ive been told they look "UP" for a while, but never been able to replicate it, now i can, and now i can fix it, so trying to get the angle right.
he's just observing the beautiful sky
did you have the pocket dimension turned on? or just the fire exit?
on that time only fire exit. didnt test pocket room
ah
well, it may have been the location of the fire exit.. because im getting some interesting results.
pocket dimension door (outside.. ie in the ship) = valid
pocket dimension door (inside the pocket dimension) = invalid.. this is to be expected as i assume the pocket dimension doesnt have a navmesh, after all its just a player storage cupboard lmao... but the reason this fails is "invalid random position" (ie no navmesh to the positions it selected)
fire exit outside (in the ship) = valid
fire exit inside (in the interior) = valid
so of those 4 checks.. the only one producing a null error for me.. was the pocket dimension (inside).
this suggests to me, where you placed your fireexit were cut off from the navmesh or not on the navmesh... do ytou have a picture of where you put the fire exit in the ship so i can try that location?
(ive already fixed the issue afaik, but surprised that i cant replicate it)
if you use furniture lock this is the coordinates
position : 7.368778, 1.840285, -21.91473
rotation : 270, 270, 0
wider + 2 story
ah, let me install those then after i test a theory i have ๐
im about to use those settings (once i get the config to appear xD)
but does this put the fire exit inside the wall?
maybe? dont sure
well ill see in a second, xD
well i have no issues with that fire exit.. i have modified the code a bit, but if i was having issues, id have some messages popping up... what moon were you trying on?
im wondering if "navmesh regen" was blacklisted.
when I tested it. its on experimentation
ok
could i get your profile code? so i can try with your exact setup?
01946045-51a6-0b85-4e19-495ed4eb9330
thanks
with your profile, i cant even see my checks running... so thats interesting.
oh nvm, im stupid, my save file has me at the company -_-
can you get a mod to take off the mask so we can see how it looks without a mask?
ok, i found the difference between our profiles.
in my profile i allowed both directions on melanie's fireexit.
in your profile you allowed only 1 direction, which, when thats set.. melanie was making a value i use null.. there in throwing the error.. so im now checking if its null.. and if it is.. the fire exit will be marked as invalid, and no error will occur.
this does mean if a fire exit is not bi-direcitonal, it will not be used.
a fix will be in the next version to prevent the error.
And also this does look good. ๐
maybe they need a slight tilt extra tilt downwards of a few degrees as i think when they are right next to the target, they still slighly tilt up.. i d k
yeah I think they should look down a little more and it will be good
uploaded v0.4.0 - Hotfix
- improved entrance teleports checks to ignore Melanie's furniture "pocket room" entrance and mark it as invalid automatically. if melanie's "ship" fire exit is placed, it should be valid with mode 0, but will be invalid with mode 1/2 as i dont check individual sides of an entrance.
- added a lot of null reference checks to the entrance teleport checking + using processes.
- added a proper bepindependency for LethalNetworkAPI```
im not sure making them look down more is so simple, i think im still not understanding exactly what the code is doing, but at least like in the video, they are looking almost straight ahead, will always improve it (if the minor changes ive made since that video) havent made them look correctly.. just seemed no matter what i did.. the masked look upwards by 1f.
LobbyCompatibility
?
CodeRebirth!
WeatherTweaks!
i figured it was in reference to "bepindependency".. but, yeah, that could be it too. xD
I discovered a problem: mimics do not react to the player in any way. And sometimes it happens that he cannot kill you, he just follows you
logs please, some instances of this are known, and need fixing, but "follows and doesnt kill you", i need logs.
exactly.
uploaded v0.4.1
-fixed all remaining networking issues in relation to the terminal (deceiving/cunning/insane), everything should be 100% synced now (including signal translator messages).
-fixed all remaining networking issues with sabotaging the apparatus
-fixed a position recognition issue at the start of the round leading to bad decisions
-cleaned up some code thats no longer needed as well as fixed an error spamming due to host only code running on the client when going to the breaker box.
-modified some distance checking code
-temporarily disabled Aggressive's ability to pick up weapons as Aggressive holding a weapon is unable to kill you currently. (will fix soon :))
#1240985198485573743 message
got you there ;o
but yeah "why" is it looking up is the question.
I have my masked logs off :(
i d k why, they dont cause lag xD
then it had reason to look up before i guesss xD
it maybe the last thing they was told to look at, was up high, and that "angle" stuck.. i d k :/
ill have another look at it soon and see if i can work out wtf
ok
what is "pester enemy"???
@patent swift one suggestion for a new personality, looter: runs around looking for loot when it has "stamina" for it and can just run past a player, sometime instead of running past it will instantly grab a player though
something along those lines, since i think that would be the most believable personality to encounter
i think it'd be pretty annoying/hard to code though, in my head i would code it to know when it's in range of a player when it's roaming and then put it into looting mode, running around and checking for possible loot spawn spots on the map while ignoring the player
looking quickly, i dont see anything mentioning loot in PlayerLikeAction() at least
Poltergeist mod
the mimic wont throw up in the face
do you have a road map besides bug fixes?
terminal cant interacted after mimics interacted with them. dunno if this mod is the cause because we went chaotic on company cuz last day ๐คฃ
2 different mimics interacted the terminal and killed them both. we are on company moon. have navmeshincompany too
so far, except this one, we have no issue in this mod for the past days ๐
what were they holding?
No
nope, only thing in my plans is making weapons work again.
personality?
We were in the ship they ran in and then looked like they were trying to kill us but they just clicked in us
i probably need to fix that.. ive had issues around re-enabling the console when a masked was using it and dies... it should work, but for some reason they sometimes softlock it, ill look into that right away.
It could be conflict because same thing happened with herobrine and football when we were in the ship but when we stepped out it was fine
No
might have been stealthy's "away from player" where they are supposed to run away, but that doesnt work xD I was working on a replacement a long while ago, never finished it.
yo do you like this idea btw?
I donโt know if itโs this mod because they attempted to kill us but when they ran into us nothing happened and they just phased
And same thing happened with football and herobrine but it was only in the ship
I have not tested outside the ship
With masked
it already has a name, it just doesnt work exactly like that (or as intended) its name is "Deceiving".
i see
it is most certainly this mod as how the vanilla code works is as soon as you "collide" with them they choke you, i made code that prevents that in "some" circumstances to make them beleivable as players, it just doesnt work as intended all the time.
Alright, I was just thinking it could be another mod because both herobrine and football walked into us and could not kill us but when we stepped out of the ship it lets them kill us
in your case, maybe.
bet, it would also be cool to see if the player dances, the mimic will dance with them too, will def make them seem more realistic, or if they point
tbh what i need to do is make it like vanilla for all masked... but stop them running towards players in some case..
(i currently stop the collide too, i think?)
anything in the feature list that doesnt work, will be fixed, including that. I have not removed any features from MAIR.. just not fixed everything yet.
bet
you have shipwindows?
tbh i think the "fixing" list is smaller..
picking up weapons/killing
stealthy's "running away/hiding".
deceiving's acting like players (including emoting which applies to stealthy too? i d k)
it used to be about 30 things long.
oh and i was working on animations for climbing/jumping,, but that seems small fry compared to fixing..
bet
Yes
Please do climbing and jumping itโs a dead giveaway
try remove it for the mean time then see if entities still cant kill
yeah masked really do need to climb and jump
i use ship windows, there is no conflict afaik.
ye dunno why sometimes entities won't kill for me in the ship when I have ship windows before
maybe this broken?
would it be possible to have a config that enables them to always kill you if you collide with them as usual? when using mirage, one too many voicelines usually gives them being a masked away anyway, so if it can deceive long enough to kill, it'd be great
i guess this kinda means it
I think this would be cool. If you deceived enough to collide with it, it should kill you ๐
yeah exactly
exactly, i kind of made a mistake, i tried to prevent them from wanting to kill, but i ended up stupidly disabling their ability to kill.
in future, ill change it so they can always kill if you collide with them, except when holding weapons like shotguns/shovels/knives/grenades so they use those first without just choking you.
i guess the "desire to go kill someone" and "the ability to kill" should be seperate things, kind of which ive done for newer things (seperated them)

seeing what? the yellow triangle? or what? im confused.
that yellow triangle is glued to the masked
i'm assuming it's suppost to be one carrying loot
but it's scrap icon that's supposed to only be visible on the ship's map is just kinda
there
ive also seen a red box around a masked's head... sadly my mod does not change how masked look. :/
so yeah, i would look at what mods you use modify how maskeds look, and question with them why it happens.
but afaik, all mods just make masked copy mimicked players.
alr yeah i should prob also bring it up with mirage
yeah mirage just copies the mimicked player., i think its a bug in the mimicking process.. or something else.. if they are holding an item there, if so, what item? and what mod changes that item? etc.
actually. just had a thought.. it looks like the map icon the for the "loot" is transposed onto the masked itself (ie, the masked is holding something the game considers to be loot) so it maybe related to a mod making the mask a masked wears into loot.
or something modifying the map, so many options xD all i know for sure is, i dont touch anything like that so i cant fix it.
yeah alr cool i was abt to say
Watch TRIANGLE and millions of other Lethal Company videos captured using Medal.
i just saw the dude wandering abt and i believe Lethal Intelligence allowed masked to hold stuff
wasn't so sure if it was loot too or only weaponry
and as you can see, its FLAT unless seen from above.
masked can pick up loot, but they pick up the item, not a triangle.. if anything looks abnormal in the sense of the visual look of the masked/an item the masked is holding.. its not my mod.
the only thing i control which may look "wrong" is the angle/positioning of the maskeds body holding the item, but it should be correct.
either way, i think the map icon, is replacing the ingame item, not sure.
It seems for me lethal intelligence doesnt really function in my game with mirage. I ended up just removing general improvements completely which fixed a coupled issues but even now, they seem to just act like completely normal masked, just chasing me on sight. They also dont mimick cosmetics or suit changes. Im not sure why the masked arent operating how theyre supposed to
all of the personality configs are set to true, the only thing i changed was the brake lever option
Deleting generalimprovements did help, but the problem im experiencing is they dont mimick suit colors and such, and i can only get them to do decieving things when im turned invisible. The second i uncheck invisible, cunning, decieving personalities for example instantly start chasing me. i havent tried stealthy yet. also, masked on the terminal shake and tweak out, making it pretty blatantly obvious that theyre masked the second you see them
019485fd-363d-139b-bebc-2c52761035e3 not sure if i can just export a simple mod list but this is the code
i tried it with stealthy too, the second it was spawned it was hyperfocused on chasing me down. this seems to be the case no matter the personality
how masked look is not controlled by my mod at all.
in this video stealthy has no focus/activity.. ill have to look at why.
in this.. you killed a masked on the terminal, did you check if the terminal was softlocked?
ok, i think i found the issue regarding there being no focus/activity selected..., but i d k why its occuring as i personally dont get an issue and i use mirage but this is maybe breaking both my mod, and mirage.
basically.. some mod is breaking mirage.. which is then breaking my mod.
Failed to initialize voice mimicking due to an incompatible mod.
Enemy name: Masked
[00:24:58.1663652] [Debug :LethalIntelligence] NormalMoonWithInteriorFound:- ExperimentationLevel
[00:24:58.1829023] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalIntelligence.Patches.MaskedAIRevamp.enableMirageAudio () (at ./Patches/MaskedAIRevamp.cs:5751)
LethalIntelligence.Patches.MaskedAIRevamp.Start () (at ./Patches/MaskedAIRevamp.cs:889)
I will have to look at adding a null reference check somewhere there or something to prevent my mod breaking when mirage breaks..
the first masked i killed was doing the same thing, so i killed it and spawned a new one to see if that fixed the issue
thats weird, i dont believe i have any other mods that interfere with masked
well.. in that video, they had focus/activity, so mirage was working fine then, so i d k what you changed between that and video 2, but what you changed seemed to break mirage after that shrug
the only difference is i had set invisible off.
second video masked
without invisible on, every personality hyperfocuses me
well, with your profile, i get errors
but on my own (ill double check), but afaik i dont
guess ill take another good look at the mod list to see if anything makes changes to masked as well
there maybe an issue beyond mirage breaking my mod, i tested with mirage disabled, still getting the wrong focus/activity sometimes.. so im baffled.
ill have to look at my own testing profile tomorrow and see if i get the same issue, but afaik, i dont.
the -1 focus/activity issue was 100% my bad code. it will be fixed in the next update (which ill upload shortly)
the "mirage" issue i will also fix, but so far im not seeing the issue on my test profile, so some mod in your profile is breaking mirage imho @foggy hamlet I will fix the issue my mod has when mirage breaks though.
this is good news, i appreciate the good support
scrolled through and couldnt find any mods that should be interfering with mirage, but if the only downside is they dont change costumes its not the worst thing ever
well.. the fact it disables the audio stream suggests mirage gets completely busted.
well.. im sad to say.. my updated version of the mod im using for testing fixed the -1 issue, but still.. no focus/activity selected when using your mod profile... works fine with my test profile though (only my mod and mirage :S), so it may just be you need to disable half the mods, and see if that fixes it.. and by disabling and enabling mods, work out which is the problem.
on start up with your profile i see LOTS of errors... i wouldent let that many errors exist in my game profile xD
ok, so now.. thanks to you reporting the issue.. mirage wont break my mod (afaik xD)
[12:45:50.0621456] [Warning:qwbarch.Mirage]
Failed to initialize voice mimicking due to an incompatible mod.
Enemy name: Masked
[12:45:50.1003023] [Warning:LethalIntelligence] Mirage AudioStream is NULL - Disabling Mirage Compatibility
there will be a warning like this one when mirage breaks though, which will be right below the warning message from mirage itself.
now i just need to understand why my mod isnt assigning a focus/activity. x.x
ok.. the new issue has come from me fixing the -1 issue xD so at least i know i can fix it on my own profile and it should work ๐
I got lag when a masked stole an item in the ship ( happened in boreal moon ). this happened twice in a row
first masked stole an item -me got lagged then killed by the masked. then stole again another item -got lagged again when spectating.
but I lost my logs. If that happens again I'll try to send logs
ill have to look at that next chance i get to work on things, but when i was testing just now, i spawned loads of masked, didnt get any sudden lag, and some masked were bringing items to the ship, and some were taking from the ship.
uploaded v0.4.2 - Hotfix
- fixed an issue where a masked spotting a player at spawn would cause "-1" value for focus/activity there in breaking their logic.
- fixed an issue where a mod breaks mirage, which then breaks LI.
- hopefully improved FPS a bit by moving calculations from FixedUpdate to LateUpdate
oh just to be clear, that log from mirage means something else is null, so mirage didnt break anything for ur mod, it's another mod thats doing it
i added that log cuz idk what mod is fucking around with the masked prefab, but something out there is breaking it
so its just a warning to mirage users that theres nothing i can do about it basically
tldr; mirage isnt breaking LI, another mod is breaking both mirage and LI
oh wait nvm u said AudioStream is null
in that case it seems another mod wiped my prefab lmfao
it 100% broke my mod, i fixed it now xD
that would actually explain why the masked bugged out on the terminal
yea i really dont know what mod is touching with prefabs that isn't their own but
since AudioStream is null
that means Mirage as a whole doesnt work while that mod is installed
and i till this day have no idea what it is
well at least it can be closed down to one of these mods, lmao
#1240985198485573743 message
idea: compatibility with lethal phones letting masked use the phones, similar to mirage compatibility (this would require having both mirage and lethalphones) but masked can randomly use phones at any time instead of having to find a walkie
if someone gets converted, the masked will have their phone and if you call that player, it'll go to the masked's phone
naturally spawning masked will have default phones and call people at random (converted masked also call random people), you cannot call naturally spawning masked
the call time (how long masked stay on the line) is randomized
chance of a masked picking up the phone if you call them is randomized
Interesting idea but I'd have to look at how it works before making a judgement on if I want to spend time on that.
is it common to have the masked's movement be stuttery
because they seem to have issues pathfinding indoors
when it was working however it was really cool tho
okay i'm gonna leave this here real quick since i gotta go to bed
but this error wa spamming the logs, causing the game to lag a lot
i was trying out the PathfindingLagFix Beta when it happened
so it's likely that the 2 mods together created that error since the mod is
well
a beta
Erm.. thanks, will look at it, but it may be caused by just me, as I noticed another null error when masked spawned for something else, and it maybe all linked.
ok, this is weird.. maybe it isnt my issue.. xD i d k
if (!apparatus.isLungPowered)
i need to see the report in the log when they are stuttering, but the cause of stuttering, is locked doors.
ok, ive just tested on experimentation, the issue is not path finding lag fix beta.
that error may have been spamming.. but.. there is likely a prior error, which sent ONCE.. and suggested there is no apparatus.
I will add in a null reference check before the erroring line and tell them to do something else if apparatus is null.
if you can get me the log, that would be great.
ah dont worry, ive reproduced it.
so.. in the "mansion", with no apparatus spawned... (so apparatus is null), it just spams the error you showed.
Yeah it was mansion when it happened
so yeah, ill have to cover that off..
well it happens, i just didnt plan for it xD but now i need to think of something stealthy can do, so "escape" can still happen, without their being an apparatus.
For some reason the masks in my pack act like pussies 75% of the time, we can attack them and they keep pretending, they often get stuck staring at something, and they sometimes just don't even try to kill us
I have clips, I'll send them later when I get back on my pc
Not a clue, I don't use GI
LI already fixes spin on radar so I'd keep that disabled., the other settings don't matter to me as they are all visual.
Pedro.... do you use the setting in GI for "scrap loot icon"?...
Shown here..
#1240985198485573743 message
Cause that sounds like your triangle issue ngl.
I
Actually might
I have GI
iโm not at my computer rn so i canโt check for another couple of hours but i probably do have it on
Then there is your likely solution. If that is giving you a triangle ingame, then I really don't understand why, but if it's only while dead, or on the map, I can sort of understand it, but uh yeah, if it's GI causing it you can ask them about it xD
Something I'm looking at and having issues changing ngl. But it is known, logs are not needed as it is self inflicted by me. Thanks for reporting it though
A bandaid fix could be to just swap them to generic aggressive behavior after being attacked/taking damage
This is such a funny way to describe the bug to me
I hope the patch notes say "Masked no longer act like pussies 75% of the time"
no joke dude, the pajama is a mask in this scenerio and hes just getting dogged on and doing nothing about it
whats the mod that says how u died
SpectateDeathCause
its not as simple as that.
ive already attempted to change how things work.. and, i changed it more akin to what is required, and it all broke.. so tomorrow ill look into why it all broke xD and then not break it and instead make is to they always collide and kill.. then after that i can re-factor in weapons and stuff.
yeah this happened to me too
it ignored us and ran straight to the ship so i chased it
then it started running back to the facility entrance, completely ignoring me
literally walked straight into it and it didnt so much as acknowledge i was there
ok.. hopefully uploading this today.. but.. a little update.
I was missing some code for stealthy/insane/cunning, which is why they were walking past players and ignoring them too much, and in some cases, just stopping completely after killing a player.
I re-enabled death on collision at all times.. and then realised i had an issue (since v0.4.1 apparantly) with masked walking away while they choked you, ive worked out why thats happening, but having to change a lot of code to stop that from happening as what i changed to cause this to break, fixed the positioning issues i was having since fixing the networking.
still having some teething troubles, but im going to test a few basics work (mainly, checking masked will still use the terminal properly, as that had the biggest issues before), and if that works, i will update.
if after the update, masked kill and stop moving.. let me know which personality.. ive temporarily applied "aggressive's" logic to the personalities who had no extra logic for killing players, so that shouldent happen.
likewise, if someone is being killed but the masked is walking away from the player and vomiting, do let me know, should be fixed now.
same goes for other "positioning" bugs, if masked is standing in some stupid position.. do let me know.
uploaded v0.4.3 - The 'Anti-MP' Patch
- prevented error spam when "apparatus" is null (usually on the mansion interior)
- prevented an error message at start of the day due to items being null
- instead of syncing "masked" position and rotation myself, ive switched to instead using agent position and rotation.
- disabled syncing of "in special animation" bool as it was causing issues, will fix in future.
- improved player detection, selection, following and losing track of players.
- made sure that masked are "collidable" (ie, so they can kill you) majority of the time. only real exceptions is while they are "using" the terminal/breaker/apparatus.```
ill leave it to peoples imaginations what MP represents.
I hope this version works as intended.. I have to move by next month, so likely wont have a lot of time to fix issues x.x
and an FYI, masked should all be a lot more focused on players.. it may lead to them not completing "focuses" when interupted by players. i will have to look at how this affects things sometime.
I am SO excited to test this out. Thank you for your hard work, Virus. You're awesome. Good luck on the move!
Have you thought about trying out PathfindingLib? I just found out about it, and want to try it on my Gargoyle to see if it improves performance.
i know of it, but i havent looked at it.
well dont be too excited.. it WORKS.. but.. im sure there will be some point where something goes wacko. xD but i hope it goes fine and you and others see it as an improvement.. ngl.. this patch made me want to just not look at visual studio anymore..lmao.. so luckily.. moving, is getting in the way so i can hopefully take a little break.
xu just added it to code rebirth and says it will allow for a lot smoother pathfinding between interior > exit > player and vice versa. I figured you may be interested once you get back to it.
But by all means, take a break! I'd hate to see you get burnt out. This is one of my favorite mods haha.
If it's broken, oh well. I can wait for another fix. ๐ค๐ป
well, it maybe nice, but i think ive gone a different direction to others with that, I discussed a bit of what im doing with zaggy as i was doing it, and im guessing they did what they were talking about with their lib.
I was also creating my own tool seperate from my mod, which, actually, would probably end up being a dependency for my mod, but i put a halt on that when the networking issues appeared, maybe ill pick that back up next month, or maybe ill use both (as my tool isnt exactly for path finding), we shall see.
Oh cool! It's super cool seeing what you guys come up with.
Anti mask pussy
@patent swift (Just saw your message about taking a break and working on moving, go ahead and disregard this then, good luck man just moved myself its a process) hello my good man or woman, Now that im off work i singled out the mod that was completely breaking mirage, weirdly enough its the CastleGrounds mod by RealeStudios. Masked work as intended mirage wise with it disabled. However when i spawn a masked, they still tend to focus me pretty hard, and their focus is usually just me when i spawn them in. Im not sure if theres just a difference in behaviour when spawned in right in front of you and when found naturally, because i also noticed once they set their focus to you, turning invisible with imperium doesnt make them lose focus and they still beeline you. If you wouldnt mind, is there an easier way for me to test if lethalintelligence is working as intended without spawning a bunch in and observing them, so i can quicker find the conflicting mod?
also, even the stealthy or cunning personalities, once they decide to focus you and kill you will they stay on that activity until you are dead or with distance could they switch to a more passive activity?
i already said CastleGrounds was the cause, thought you saw that ping xD
all masked will chase for "20f"... if they cant see you after 20f, they will do something else. (edit: they try to follow you for 20f i meant.. if they dont see you continuiously for 20f, they will do something different)
20f, i would say is like 20seconds.. or similar.
in my testing, it felt like an age, but i tried 10f, and it felt too short (and 20f is what it was originally at)
I did in fact not see the ping.. whoops.. also the 20 seconds makes sense, when trying it out i would usually just teleport away real far, or just go in and out of the facility. thanks for clarifying. so its like 20 seconds without line of sight im guessing, very neat
i also saw you made them focus the player more than before, so i guess that solves that mystery. i should learn to read before yapping
yes
thats how it was always intended to work, but, a few things were stopping that from happening for some personalities.
not really.. i just basically gave the personalities that didnt have code, the code aggressive has (so every masked other than deceiving is like aggressive right now when it comes to chasing players)... plus i also removed "random player" activity and merged it with the player focus (as random player is where the 20f timer came from)
anyone have an idea why only i the host is able to die from skinwalkers?
masked, my bad, the rest just phase through my friends
LethalIntelligenceExperimental stops Galetry from Wesleys_Moons from loading
(able to reproduce with just those 2 mods (and their dependencies)
probably something about it looking for a main entrance that doesn't exist, galetry has no interior
Indeed
Ok I got the fps drop again when Masked tried to "steal" item but this time only when closing the ship door it starts to drop fps
I noticed the same issue. It spams the log with errors about it being unable to find a main entrance
likely.
seriously? :S
I can understand why that "may" occur, but considering ive not done that massive a change.. wtf xD i will test.