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Main Forums => Bug Reports => Topic started by: granny on October 12, 2014, 05:00:26 PM

Title: Transitions not Auto Jumping Summons
Post by: granny on October 12, 2014, 05:00:26 PM
As in the suggestion of a related topic this wasn't considered, I bring it to the correct Bug Forums. Some transitions aren't correctly bringing summons with you as you pass through them. So far they have been:

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Post by: Random_White_Guy on October 12, 2014, 05:03:04 PM
This isn't a bug. It has literally happened forever in EFU since Chapter 1. It's part of NWN.

Non-Area Changing Transitions can be difficult for spawns to travel through at all times.

It's why /c Recall exists.

Don't summon things through some transitions if combat is expected. Otherwise unsummon them and proceed onwards. Otherwise summon new creatures.
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Post by: granny on October 12, 2014, 05:07:05 PM
I fail to understand why all the others work fine and these don't. I find it a bigger issue even more because people use them at their favor in PvP, to be safe from summons. But if I am going to be hit with "this is a NWN thing" everytime I post something related, I give up on it.
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Post by: Random_White_Guy on October 12, 2014, 05:11:38 PM
It's not just those two areas. It's also inside of Quest areas. People do shit like this to evade summons quite casually. It's an unfortunate side effect of playing a summon heavy PC in NWN.

It has to do with the AI spawns handle transitions and similar. For example-

If you are being chased in the low caves by fifty drow and you tranistion from the low caves into that narrow little route into the tunnel leading to the Crossroads they won't follow you.

Other places in the module also have these "Soft" Transitions I guess we can call them. Animal companions, necromantic zombie hordes, NWN summons each are unable to overcome them.

There's a lot of non-area transitions that exist which AI spawns don't follow you after. These are read and register differently than on the ground area transitions. It may have to do with door transitions, or something else entirely. I'm no good with the scripting side of stuff.

I just know it's always seemed to be the case.
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Post by: Paha on October 12, 2014, 05:44:38 PM
I did already say it's nwn matter. No matter how you like it, it's the engine that is old, iffy and has issues. Sometimes they stick to you and come along, sometimes they don't. It depends how you transitions when the timing. We don't control it.

I could probably find some fine tuning to it one way or another, but possibly present whole other set of issues with it. It's by far not on top of my list as it's mostly a feature. It also is that if you are in combat, the summons will not bounce. The engine sees them active and they do not bounce with you.

Summoners have been quite succesful and able to handle this so far. I am sure you can as well. It just doesn't do anything to switch from from suggestion to bug reports when I am likely the one to fix it, if anyone. If there's some easy fix to it, I'll happily hear it, but I will not enable recall command itself to work in combat. So I am sorry to say, I suggest you just learn to live with some of these things, unless someone can help me and tell me if there's specific "fix" for this kind thing.
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Post by: Howlando on October 12, 2014, 05:51:32 PM
Actually, it is a bug - not at all related to the engine - and incredibly easy to fix. I will take care of it.
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Post by: Paha on October 12, 2014, 05:56:45 PM
Well apparently it is some specific transition and can be setup.
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Post by: granny on October 12, 2014, 05:58:07 PM
Maybe the same is valid for rope climbing as well... as the summons actually follow you, but to the base of the rope, not to where you land.
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Post by: Howlando on October 12, 2014, 06:00:08 PM
I'm not so sure it's necessarily desirable for summons to be following you on cliff climbing though.

But these isolated doors and transitions within an area in which the summons don't follow you are just because the transitions are very old ones from original EFU and don't have the appropriate script to handle summons.
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Post by: Howlando on October 14, 2014, 11:07:38 AM
The original bugs are fixed now, at any rate.