Zombra Posted Wednesday at 09:24 PM Posted Wednesday at 09:24 PM 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 Wednesday at 09:35 PM Developer Posted Wednesday at 09:35 PM 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 Wednesday at 09:55 PM Posted Wednesday at 09:55 PM 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 Wednesday at 09:56 PM Author Posted Wednesday at 09:56 PM 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 Wednesday at 10:04 PM Author Posted Wednesday at 10:04 PM (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 Wednesday at 10:12 PM by Zombra
Zombra Posted Wednesday at 10:12 PM Author Posted Wednesday at 10:12 PM 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 Wednesday at 10:12 PM Developer Posted Wednesday at 10:12 PM 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 Wednesday at 11:49 PM Author Posted Wednesday at 11:49 PM (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 Wednesday at 11:49 PM by Zombra
Darmian Posted Thursday at 12:03 AM Posted Thursday at 12:03 AM (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 Thursday at 12:03 AM 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 Thursday at 12:15 AM Author Posted Thursday at 12:15 AM 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 Thursday at 12:25 AM Author Posted Thursday at 12:25 AM (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 Thursday at 12:27 AM by Zombra 1
srmalloy Posted yesterday at 01:51 AM Posted yesterday at 01:51 AM On 7/16/2025 at 2:35 PM, Cobalt Arachne said: 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. I have had it happen once, with the 'Keep Fusionette from getting killed' mission from Jim Temblor, where I found Arbiter Sands on the first floor and rescued him, then when I went up to the second floor I saw the dialog from Fusionette becoming aware of my presence; however she wasn't on the second floor, but the third. Since it didn't affect the progress of the mission -- I would have taken the same care progressing through the floor regardless of whether I would find Fusionette and her captor on that floor -- I just wrote it off as some weird quirk of the mission. 2
ZamuelNow Posted yesterday at 02:20 AM Posted yesterday at 02:20 AM (edited) On 7/16/2025 at 6:12 PM, Cobalt Arachne said: 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. There were actually a tiny number outdoor maps built correctly in the retail days. Though all of them have the multipart indoor/outdoor split. Edited yesterday at 01:28 PM by ZamuelNow typo 1 1 AE Arcs: Search for @ZamuelNow Dhahabu Kingdom and the Indelible Curse of Hate [60044] and Dhahabu Kingdom and the Unfathomable Nightmare of Sand [61528] Consideration of Knowledge [65341]
Tatterhood Posted 22 hours ago Posted 22 hours ago On 7/16/2025 at 6:12 PM, Cobalt Arachne said: Unfortunately, that means there's nothing to fix here, unless you can find the issue in some non-Architect Entertainment missions. It happens a lot in safeguard/mayhem missions. This is all immediately on entering the zone in a mayhem mission (Steel Canyon bank) I just did: 1 1
Developer Cobalt Arachne Posted 22 hours ago Developer Posted 22 hours ago 47 minutes ago, Tatterhood said: It happens a lot in safeguard/mayhem missions. This is all immediately on entering the zone in a mayhem mission (Steel Canyon bank) I just did: This is possibly fixable by breaking the map into various volume trays to simulate different 'rooms'... I'd have to do some testing, and it would be a hands-on project, as I'd have to fix every single one; I assume every Mayhem Mission does this? 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 20 hours ago Author Posted 20 hours ago 1 hour ago, Cobalt Arachne said: I assume every Mayhem Mission does this? I haven't done a checklist or anything but I have noticed it happen a lot in Mayhems. 1
Tatterhood Posted 20 hours ago Posted 20 hours ago 1 hour ago, Cobalt Arachne said: This is possibly fixable by breaking the map into various volume trays to simulate different 'rooms'... I'd have to do some testing, and it would be a hands-on project, as I'd have to fix every single one; I assume every Mayhem Mission does this? Just tested with Agent Hassell and it happens in all of the safeguards. I could check the mayhems as well, but afaik they're the same maps? 1
Developer Cobalt Arachne Posted 20 hours ago Developer Posted 20 hours ago 2 minutes ago, Tatterhood said: but afaik they're the same maps? They're based on the same map, but they're actually all different... Unfortunately for me, so I'll have to adjust all the Safeguards too... Something I'll put on my to-do list, but unsure when I'll get it done. 2 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!
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