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JCollins2048

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Everything posted by JCollins2048

  1. Mission Bug Report What's the problem?: All NPCs announce themselves upon entering the map, some NPCs fight each other. Affected Version: Homecoming Issue 28, Page 2 - 282.6992 Affected Mission: Hit List, Part Two: High Value Target ("Bring Monroe into custody") Relevant Map: P_Office_30_Layout_01_04 Relevant NPCs: All Enemy NPCs Details Upon entering the mission, the hostile Syndicate NPCs in the mission announce themselves from across the map, acting like the player is right there in front of them. This includes NPCs spawned from completing objectives. Two groups of NPCs also fight each other despite all of them being hostile toward the player. Further Information I have absolutely no idea why this might be happening. It seems very similar to a Mission Architect issue that's been in the game since Issue 14, but the mob in-fighting is a new twist. That part probably means that one group or the other was flagged incorrectly as "Rouge" "Rogue", which makes them hostile to everyone? Not sure. This is ultimately an extremely minor (and somewhat amusing) pair of bugs that has absolutely no effect on progression. The mission works fine otherwise. Related Issues Post #59541 - Dialogue triggers at the wrong times. Are they all just broken forever?
  2. Here you go. A properly-formatted bug report. Homecoming: City of Heroes Bug Report What's the problem?: Captive / Escort / Ally dialogue all plays upon entering a mission regardless of player distance. Affected Area: Architect Missions Affected Versions: Retail Issue 14 to now (Homecoming Issue 28, Page 2 - 282.6992) Details If the objectives "Free a Captive", "Add an Ally", or "Add an Escort" are utilized, and the captive or surrounding enemies have been given Unaware / Inactive and/or Attack dialogue, then about a second after entering the mission, all Unaware, Inactive, and Attack dialogue will play for all relevant NPCs. This also causes the NPC animations to stop playing. The dialogue(s) will play in the following order: Enemy Unaware -> Captive Inactive -> Enemy Attack -> Captive Attack. This is a bug that has been in the game since retail and it almost exclusively resides in Architect Missions. This does not appear to affect any other kind of NPC or object. This "text spam" bug also happens if relevant objectives are activated after the map is loaded. For example, if "Free Captive: Bob" is set to activate only after "Defeat Boss: Sam" is completed, then the NPCs in the "Bob" event will say all of their Unaware / Inactive and Attack dialogue at once. According to a developer's post on this thread, certain maps which are flagged as being "outside" are considered a "single room". As such, this causes the NPCs to act as though the player is right there in front of them regardless of actual distance. Why this triggers all of their optional dialogue save their "rescued" dialogue is beyond me. It also doesn't seem to be linked to specific maps as all of the maps I tested… indoor, outdoor… small, medium, large… special, et cetera… all suffered the same bug. I've personally tested the following maps and they all gave the same results:
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