Imported character is immune from damage
ghramsey opened this issue · 2 comments
This is related to #308 and I thought I'd made a report about the facehugger being immune too.
I mentioned it, but didn't complete my thought. Here's a short clip. The issue at hand is complete
immunity of the imported character: https://youtu.be/kQAvGiDv3pA
I'm not sure why the load into the reactor core in the video took almost 45s, but I use it to get a clean entry into the alien nest map.
Also, was some weirdness in the android looked like he was doubled for a moment.
This is unique to this playthrough. I had not seen this issue before and it might just be one time.
I tried trigger binding the chr_invicibilty function onto the character and set it to be able to take damage.
I could be implementing it wrong, but it didn't appear to work.
The same thing as in #308 is happening here though. The character appears correct in game and seems to function flawlessly except for total immunity. When looking at the model editor all of the materials are in 'fallback' condition and some textures are actually absent. Or if they're present they're not being imported with same name as the character imported from.
This is what the Col_Android mesh looks like after import. Something is not merging correctly during import I guess.
I can manually select one of the two meterials from the list. I tried each w/o affect on the issue.
For some of the mesh objects the material does not exist. I compared with the model from ReactorCore.
Here's the Part_1: LOD\Mesh0
On the left is character from reactor; on the right the same mesh imported to alien_nest.
The significant part is the textures shown CA_LOW_LOD_CHARACTER are absent from the import.
- Imported models will use the fallback material in the model manager as the materials are currently only applied within the script tool at the instance within the composites (see #308). Debating changing this.
- Collision is a known issue, and part of why this functionality is still experimental - physics and collision don't yet port, they're the final piece of the puzzle I'm still figuring out (part of #95). I'll leave this issue open as linked though, thanks for raising it officially.