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Guards engaging Jo in custom levels
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MRKane
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Joined: 11 Dec 2008
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 PostPosted: Thu Sep 06, 2018 5:04 pm    Post subject: Reply with quote Back to top

I actually copied it out of the second guard you meet in defection (the one in the hallway) so odds down that's a misclick on my part. I've just about finished the modelling for my third level and have started on the forth so really should try doing a few more setups and seeing if the issue is consistent across the levels I'm constructing.

I do also wonder if it's because I don't have a co-op start location setup inside the level, but really doubt that'd be the problem. It's frustrating if nothing else.

Wreck: How has the setup for GE:X been in consideration to crashes or necessary action blocks?
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Wreck
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 PostPosted: Thu Sep 06, 2018 9:32 pm    Post subject: Reply with quote Back to top

Sorry, I am currently visiting my brother for a bit, so I can't check out your progress to try and find errors. Bad timing, I am afraid. Once I am back home, I can take a look at what you have got going.

I haven't really run into too many issues in GE-X, but then again, there are only three missions in the current release, and two that are still in the testing phase. No strange crashing, though that could still affect the mod down the road, as more missions are being dealt with. Who knows, there are some special level ID hardcodes left to find. We're still finding them in GE, even.
 
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MRKane
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 PostPosted: Fri Sep 07, 2018 2:55 am    Post subject: Reply with quote Back to top

Hey Wreck, no major panic there (it's not going anywhere!) the other possibility is that I imported the paths from an .obj file which could potentially be doing something screwy that I cannot put my finger on. Sub did say that this feature was more of a throw in than a full and complete method Smile
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Lazlo52
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 PostPosted: Fri Sep 07, 2018 8:03 pm    Post subject: Reply with quote Back to top

MRKane wrote:
I do also wonder if it's because I don't have a co-op start location setup inside the level, but really doubt that'd be the problem. It's frustrating if nothing else.

No worries on that, there is no explicit co-op start. Jo and Velvet spawn at the same solo start point, and the game knows to spawn Velvet more off to the side. The animations Jo does in the cinematic affect her position, which is why the two end up farther apart. Have you noticed how far away Velvet is at the start of A51 Escape?
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Wreck
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 PostPosted: Fri Sep 07, 2018 9:41 pm    Post subject: Reply with quote Back to top

Technically, P2 will use the start spawn point position - unless P1 is physically there when they assume control. P1 will end up wherever the character is at the end of the intro scene (using animations to move her around). If far enough away, P2 gets the spot. If on the pad, P2 spawns within close proximity. Buddy Simulants also spawn within proximity to P1, no matter where they are. But, you need to make sure there is enough room around you, or else the Buddies might not load at all (due to obstructions). I had to alter Facility, Frigate and Aztec for this very reason. Silo I got lucky by just shifting the start pad a little bit.

You can also place P2 in a specific location, by moving the player ID to a new pad at the start of the mission in an Action Block. You can check out GE-X for examples.
 
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MRKane
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 PostPosted: Sat Sep 08, 2018 2:37 pm    Post subject: Reply with quote Back to top

Actually I really should study how GE:X is setup to use the "spare level slots" without crashing as those should be free of any hardcoding stuff, and it's probably better practice all around to do it that way. I swear I'll write a "how to" at the end of this because we need more PD mods!
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