gG-Unknown Posted April 27 Share Posted April 27 (edited) 1. Most probably range for civilian interaction is set to 1 tile exactly. Therefore Interaction on adjacent but diagonal tile is too far away - it do not work. FIX: make it so, the interaction work on all adjacent tiles, FIX better : make the longer interaction range - 2 tiles - and replace weird artificial squeak sound by a vocal universal sound like "Heyyy !". So it looks like human characters communicate. 2. Civilian who is activated (on the run) still produce interaction icon RUN on mouse over, although it gives no interaction FIX: Civilian who is activated do not produce interaction icon RUN on mouse over. FIX better : Civilian who is activated (on the run) produce (a new !) interaction icon STOP on mouse over. This way player can switch civilians between run mode and stop mode. Stopped civilians crouch and do not move until ordered. e.i. Civilian has 3 modes : Initial (free will), first interaction activates the run mode, then any other interaction switches run x stop modes. This way player get higher level of control over civilians without UI clutter. Do not work: Do work : Edited April 28 by gG-Unknown Quote Link to comment Share on other sites More sharing options...
Kouki Posted April 29 Share Posted April 29 On 4/27/2025 at 10:59 AM, gG-Unknown said: 1. Most probably range for civilian interaction is set to 1 tile exactly. Therefore Interaction on adjacent but diagonal tile is too far away - it do not work. FIX: make it so, the interaction work on all adjacent tiles, FIX better : make the longer interaction range - 2 tiles - and replace weird artificial squeak sound by a vocal universal sound like "Heyyy !". So it looks like human characters communicate. 2. Civilian who is activated (on the run) still produce interaction icon RUN on mouse over, although it gives no interaction FIX: Civilian who is activated do not produce interaction icon RUN on mouse over. FIX better : Civilian who is activated (on the run) produce (a new !) interaction icon STOP on mouse over. This way player can switch civilians between run mode and stop mode. Stopped civilians crouch and do not move until ordered. e.i. Civilian has 3 modes : Initial (free will), first interaction activates the run mode, then any other interaction switches run x stop modes. This way player get higher level of control over civilians without UI clutter. Do not work: Do work : Yeah, it should definitely work diagonally, we'll fix this bug. For the second one, yeah this is another bug that we'll have to fix (terror mission works like this, just have to make sure all missions work the same way). For the suggested fixes, I've added it to the board of suggestions we've made for all of the community feedback stuff we might implement post milestone 6. 1 Quote Link to comment Share on other sites More sharing options...
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