Zombra Posted 15 hours ago Posted 15 hours ago Seems like Homecoming has always had issues with dialogue triggers. Patrols trigger their dialogue when they're nowhere near the player. Hostages never trigger their 'inactive' dialogue until the player attacks their captors, so 'inactive' and 'active' always happen at the same time. Bosses yell out challenges to the player from 3 floors away. Trying to write Architect dialogue that will trigger at the appropriate times is a huge nightmare - it seems like every dialogue plays out immediately, making any attempt to frame a story with a beginning and an end impossible. I don't remember it being like this back on live.
Developer Cobalt Arachne Posted 15 hours ago Developer Posted 15 hours ago Not really much we can do with the lack of information provided... Feel confident saying its not the entire game doing it everywhere, so we need some actual specific in-game examples with exact reproduction steps provided if you can. Things like mission info, from which contacts, /whereami filepaths and coordinates of maps having issues, etc. Our time is extremely valuable to us, we need a bug reports to be as specific as possible if anybody is expecting us to commit time to fixing them. 2 Love this game and its community? Want to give back? Volunteer as a Game Master! Help make Homecoming the best it can be! Writer of the Patch Notes Red side, best side!
Bionic_Flea Posted 15 hours ago Posted 15 hours ago I think Zombra is referring to AE missions. As far as I remember, AE dialog triggers were always a mess, even live, and remain so. And what about Max. Why does Max haunt me in missions, in my base, in the open world . . . EVERYWHERE! 1
Zombra Posted 15 hours ago Author Posted 15 hours ago 20 minutes ago, Cobalt Arachne said: Not really much we can do with the lack of information provided... Feel confident saying its not the entire game doing it everywhere, so we need some actual specific in-game examples with exact reproduction steps provided if you can. Things like mission info, from which contacts, /whereami filepaths and coordinates of maps having issues, etc. Our time is extremely valuable to us, we need a bug reports to be as specific as possible if anybody is expecting us to commit time to fixing them. THANK YOU. I didn't mean to be vague, just had no idea if this was a big thing everyone just accepted or if it was just me and no one knew there's a problem. I will get together some specifics soon.
Zombra Posted 14 hours ago Author Posted 14 hours ago (edited) OK, here is one with specific details. Architect mission testing. Mission goal: Release captive. Map: City Map 01 Immediately upon entry, Enemy Unaware Dialog, Captive Inactive Dialog, Enemy Attack Dialog, and Captive Active Dialog all trigger instantly. I am 380yds away from the captive and there is no line of sight. No word balloons appear in game space, def too far away. Edited 14 hours ago by Zombra
Zombra Posted 14 hours ago Author Posted 14 hours ago Architect mission testing. Mission goal: Release captive. Map: City Map 01 Patrol dialogue triggered in chat box, but no word balloons in gameplay space so speakers cannot be located. Seems like they are too far away.
Developer Cobalt Arachne Posted 14 hours ago Developer Posted 14 hours ago 8 minutes ago, Zombra said: OK, here is one with specific details. Architect mission testing. Mission goal: Release captive. Map: City Map 01 Immediately upon entry, Enemy Unaware Dialog, Captive Inactive Dialog, Enemy Attack Dialog, and Captive Active Dialog all trigger instantly. I am 380yds away from the captive and there is no line of sight. That is working as intended for that map since it's outdoors. Outdoor maps have worked that way in Architect Entertainment since before shutdown. As for why... Almost every single outdoor map (except the couple ones added by Homecoming such as the Cimeroran maps) are single 'rooms' and do not support progressive mission scripting for parts of missions that are handled by rooms sequentially populating. The instant you zone in, the 'room' goes active, and all inactive dialog fires because the mission script detects players in the 'room' where those spawns exist. Once the map is published in AE it can't be broken down into sections anymore because it would invalidate every single existing published AE arc that is using the map with the current mission specs. Unfortunately, that means there's nothing to fix here, unless you can find the issue in some non-Architect Entertainment missions. 1 Love this game and its community? Want to give back? Volunteer as a Game Master! Help make Homecoming the best it can be! Writer of the Patch Notes Red side, best side!
Zombra Posted 13 hours ago Author Posted 13 hours ago (edited) Seems odd that Enemy Attack Dialog triggers immediately in the room. Isn't there a trigger for when combat starts? If not, is there any difference between Enemy Unaware Dialog and Enemy Attack Dialog? Edited 13 hours ago by Zombra
Darmian Posted 12 hours ago Posted 12 hours ago (edited) 14 minutes ago, Zombra said: If not, is there any difference between Enemy Unaware Dialog and Enemy Attack Dialog? Nope. You just have to test every damn map for it. As @Cobalt Arachne said most outdoor maps will instantly "go live" because there's no perceived distance between the player and the target. And some of the AE indoor maps do the same damn thing. So it's test and test again. My only "hack" for this is Enemy Unaware is almost always things I want the player to "overhear" rather than anything else. Other than that I avoid the Enemy Unaware dialog. Edited 12 hours ago by Darmian 2 AE SFMA Arcs: The Meteors (Arc id 42079) | Dark Deeds in Galaxy City: Part One. (Arc id 26756) X | Dark Deeds in Galaxy City: Part Two. (Arc id 26952) | Dark Deeds in Galaxy City: Part Three. (Arc id 27233) Darker Deeds: Part One (Arc id 28374) | Darker Deeds: Part Two. (Arc id 28536) | Darker Deeds: Part Three. (Arc id 29252) | Darkest Before Dawn: Part One (Arc id 29891) | Darkest Before Dawn: Part Two (Arc id 30210) | Darkest Before Dawn: Part Three (Arc id 30560) | Bridge of Forever ( Arc id 36642) | The Cassini Division (Arc id 37104) X | The House of Gaunt Saints (Arc id 37489) X | The Spark of the Blind (Arc id 40403) | Damnatio Memoriae (Arc id 41140) X | The Eve of War (Arc id 41583) X | Spirals: Part One. (Arc id 55109) | Spirals: Part Two. (Arc id 55358) | Spirals: Part Three. (Arc id 57197) I Sing of Arms and the Man (Arc id 42617) | Three Sisters (Arc id 43013) (Pre War Praetorian Loyalist. Pre War Praetorian Resistance. Pre ITF Cimerora. Post ITF Cimerora. X = Dev Choice/Hall of Fame )
Zombra Posted 12 hours ago Author Posted 12 hours ago Mission: To What End for Power Part Two (and countless others, but I just tested this one) When approaching the Keres elite boss, Enemy Unaware dialog does not trigger, even when I enter the room, until combat starts. Then it triggers at the same time as Enemy Attack dialog. This happens all the time in tons of missions (though not always). I am fairly sure this was not the mission behavior on live - when I started playing Homecoming last year, I immediately noticed it in all kidnap missions, and some others, and noticed how wrong it felt. 1
Zombra Posted 12 hours ago Author Posted 12 hours ago (edited) 23 minutes ago, Darmian said: Nope. This is sincerely valuable information, thank you. So the game straight up wasn't built in working order in the first place. I can certainly admit that my memories from 20 years ago of it working well are probably rose-colored. Sad but I'll follow your example and test a lot to 'trick' the game into delivering something close enough. Appreciate the reply. Edited 12 hours ago by Zombra 1
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