#Allow Bosses to Yeet themselves off the map. [Randomizer Complementary Mod]
91 messages · Page 1 of 1 (latest)
There’s no flag, you have to delete the enemy only collisions for those areas
Cool
Thanks for your help. Found out how to disable NPC fall protection.
Its a bit borked
Is it unk22? I thought they were named enemy only
The walls only exist for bosses
Yep yep
I have more experience adding them than removing them but you should just be able to delete them or disable them via emevd
I believe the morgott or godrick one is dynamically disabled / enabled via emevd
That’s why it has an entityid
I thought the hit filter id for enemy only was named enemy only
Like 80% sure
Can you click that dropdown and look at the other options?
It is
Ah then leave unk22 alone and just delete the enemy only ones
but im trying to disable regular npc fall protection
That’s the fall protection, they still won’t navigate off the cliff normally though because of the navmesh
Like if a banished knight did his jumping attack and overshoots you then he falls.
Yep yep
Disabling pathing entirely will have other consequences
They’ll walk into rocks and trees and stuff
Sadly we can’t edit navmesh yet, so there’s no way to update it to say, “walk on this air right here, it’s safe, i promise”
If I use Unk22 it gives me the desired effect but stuff goes weird.
I have no idea what unk22 is
You should just delete the enemy only collision entirely imo
Is there even enemy only collision on that elevator?
Cuz he can follow you onto the elevator, right?
So there shouldn’t be
If I set it to normal he cant fall into the shaft.
To standard?
Very interesting
I haven’t looked at this case of the elevators
I was only concerned with boss rooms
So it’s Unk22 in vanilla and you switched it to standard?
no
Oh it’s standard in vanilla and you switched it to unk22?
yes
Why unk22? Do we have any idea what that does?
Interesting that it was set to standard and only seems to effect enemies though
Smithbox can view collisions now right?
The future is now
loading assets
It's wierd
It disables the ai's fall protection
And some stuff don't load in correctly visually but its still there physically.
I mean, it certainly changes how the game interprets that collision file, but who knows what it does as unk22
Can you view how big that collision is specifically?
Or what assets are associated with it?
Don’t just swap it to an unknown hit type without having any idea what that does
can't know what something does without testing it first.
Yeah, i guess, i think if you want to investigate unk22 look for all instances it is used
In the game
And the shape of those collisions
And where and under what circumstances they are used
Interesting
And are assets associated with the collision?
Maybe there’s some sort of invisible asset or collision on the elevator asset that blocks them
Can he walk on it if the elevator is there?
Most Npc's can. It seems some High tier npc's have this fall protection in many places.
Maybe that’s handled in navmesh then?
I dunno honestly
I only understand the simple always active boss arena ones
This sometimes active, sometimes not, some enemies, some not enemies, i don’t get
I know the rock miners can fall down elevator shafts.
Yeah, I’ve seen it
I dunno what mechanism is blocking the banished knights or why unk22 allows them to fall
But i would investigate unk22 more before using it as a solution imo
If you figure out what it is, be sure to let the dsms and smithbox teams know
Wish there was a way to peak into that file for comparison.
Into the hkx files? You can look
Maybe it’s unique to banished knight ai?
Are there other places they can’t fall off
Well that doesn’t make sense if the collision change removes it
As far as I can tell it's almost all cliffsides.
I assume it’s something in their ai then, but weird that changing the collision type breaks that