I know this has been reported as a bug before and probably solved. So this is perhaps a remission.
Example:
Ruins of The Caelpun Cabin
Ayasofya
[0.11.4] Quest marker does not stick to bridge
- Ralzar
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- Interkarma
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Re: [0.11.4] Quest marker does not stick to bridge
This is most likely gamedata related. If the bridge action record forwards movement to the loot object then both will move in unison. Some bridge and loot combos will move OK, others won't. It's not really a DFU thing, we just use whatever the classic block data defines.
If you provide a save, I'm can confirm the state of action data on those objects. Checking the same spot in classic is also useful.
If you provide a save, I'm can confirm the state of action data on those objects. Checking the same spot in classic is also useful.
- Hazelnut
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Re: [0.11.4] Quest marker does not stick to bridge
This issue is about quest markers and the resources spawned at them which may be slightly different, I'm not sure. I think if it's a foe then according to some testing reports on discord in classic it falls as soon as player is detected and it moves. This one looks like it's an NPC flat, and I'm not sure if they should work based on the same action linkage as was added for loot piles? If so then it's incomplete action data in this RDB as you suggested.
To try and assist I've pulled the relevant records out of the dumped json for the block. The quest marker flat, the moving bridge and the 2 levers that operate it.
I can see that the levers link to the bridge, but I don't understand the flat action records yet.
To try and assist I've pulled the relevant records out of the dumped json for the block. The quest marker flat, the moving bridge and the 2 levers that operate it.
Code: Select all
Quest marker:
{
"Position": 14297,
"Index": 20,
"XPos": 936,
"YPos": -1824,
"ZPos": 1144,
"Type": "Flat",
"Resources": {
"FlatResource": {
"Position": 14322,
"TextureArchive": 199,
"TextureRecord": 11,
"Flags": 0,
"Magnitude": 64,
"SoundIndex": 0,
"FactionOrMobileId": 64,
"NextObjectOffset": -2,
"Action": 6
}
}
},
Moving bridge model:
{
"Position": 16677,
"Index": 16,
"XPos": 1024,
"YPos": -1792,
"ZPos": 1152,
"Type": "Model",
"Resources": {
"ModelResource": {
"XRotation": 0,
"YRotation": 512,
"ZRotation": 0,
"ModelIndex": 31,
"TriggerFlag_StartingLock": 0,
"SoundIndex": 20,
"ActionResource": {
"Position": 16725,
"Axis": 6,
"Duration": 50,
"Magnitude": 512,
"NextObjectOffset": 14297,
"PreviousObjectOffset": -1,
"NextObjectIndex": -1,
"Flags": 1
}
}
}
},
Operated by 2 levers:
{
"Position": 9968,
"Index": 27,
"XPos": 227,
"YPos": -1282,
"ZPos": 312,
"Type": "Model",
"Resources": {
"ModelResource": {
"XRotation": -1920,
"YRotation": 0,
"ZRotation": 0,
"ModelIndex": 46,
"TriggerFlag_StartingLock": 2,
"SoundIndex": 20,
"ActionResource": {
"Position": 10016,
"Axis": 2,
"Duration": 16,
"Magnitude": 240,
"NextObjectOffset": 16677,
"PreviousObjectOffset": -1,
"NextObjectIndex": -1,
"Flags": 8
}
}
}
},
{
"Position": 11893,
"Index": 23,
"XPos": 1825,
"YPos": -1282,
"ZPos": 763,
"Type": "Model",
"Resources": {
"ModelResource": {
"XRotation": -1920,
"YRotation": 0,
"ZRotation": 0,
"ModelIndex": 46,
"TriggerFlag_StartingLock": 2,
"SoundIndex": 20,
"ActionResource": {
"Position": 11941,
"Axis": 2,
"Duration": 16,
"Magnitude": 240,
"NextObjectOffset": 16677,
"PreviousObjectOffset": -1,
"NextObjectIndex": -1,
"Flags": 8
}
}
}
},
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods