I see this being needed as it was in first game, but i prefer to use game mechanics and tell him stay, if i need to do some stealth, however thing what is even more annoying for me is when you give food to Mutt there's this "lock on" on Mutt it last like 3-4 seconds, if that could be removed or make it smaller it would be awesome. I haven't got clue if it's possible though.
i agree, but he almost always walks infront of u in combat and disturbs the player's movement even when he u told him to heel. It's a pain to must have to lock on to him and tell him to stay mid fight or even before the fighting begins
I looked into this myself for a bit, but gave up. To me it seemed like the optimal solution would be to give Mutt a unique Collision Class which has the player in its 'ignore' field. Unfortunately I couldn't figure out how to do that. It's accessible in Dog.lua via:self.collisionClass But it's just a numeric type, not a struct like the docs say, so I'm not sure what to do with it. It might be a memory address (which I'm assuming is useless in LUA). Here's the CryEngine doc that sent me down this path, if you want to explore: https://www.cryengine.com/docs/static/engines/cryengine-5/categories/23756813/pages/23306413
I don't know if this is within the scope of this mod, but do you think it is possible to mod so that Mutt will stay further away (ideally at the back) especially in combat as well normal exploration? Kinda like heel command except instead of him sticking around Henry's legs, he is further behind.
If i walk into mutt he slides out the way If mutt walks into me it seems like clipping is activated again and hes an impediment In general walking around populated areas mutt looks at me and slides all over the ground and everyone gets mad like hes on 'Free" or 'Roam' whatever the go-run-around command is even though hes set to Heel.
Version 3 is the best I could come up with as of now.. I am trying to learn a but of lua scripting to put another modder's recommendation into a test version, but that will take a bit more time. As of now, version 4 is broken and results in mutt and other dogs moonwalking and falling thru the ground.
Version 3 makes his collision the same as a rabbits. So I'd stick to that for now.
Omg I am so sorry for AutoHideHUD, I didnt realized I left the dog file there as I was also trying to fix that issue, I will remove it right away.
I experimented with this parameter on the Dog.lua, it works somehow well, but with time the dogs keeps a higher space between everything which is not ideal
One idea for you:
you could make a timer that check if player is in combat, and if not in combat put no collision, if in combat re-enable collision. Or use the code I put below maybe to reset it when entering combat
you could also get the position of the player, get the position of the dog (again a timer, that goes quick maybe every 100ms), and if dog is too close to player, remove collision
-- If this is turned off, then the AI will not avoid collisions, and will not -- be avoided by other AI either. collisionAvoidanceParticipation = true,
-- When moving, this increment value will be progressively added -- to the agents avoidance radius (the rate is defined with the -- CollisionAvoidanceRadiusIncrementIncreaseRate/DecreaseRate -- console variables). -- This is meant to make the agent keep a bit more distance between -- him and other agents/obstacles. /Mario collisionAvoidanceRadiusIncrement = 2.0,
I will have to play with that, I really appreciate you taking the time to check it out. I am not overly familiar with lua scripting, or cryengine in general. Please, feel free to message me any other ideas you might have, and in the meantime I will try to find some examples of timers in other mods, specifically yours :)
Thanks again, looking forward to trying out your idea!
I've also tested all three and am in the same boat, though I do have two mods for Mutt already, but both of them are related to perks and don't modify the same files.
I am still working on it.. Its not perfect, but with the latest version you can stand inside of mutt from the front. I've tried to disable the collision entirely, and mutt start moonwalking and sliding all over the place, even falling through the ground sometimes.
this will help. More so when interacting with something and damn mutt is between me and the item im trying to interact with. I wanted to kick the fucker
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Need to learn a bit of lua scripting to solve this riddle completely.
Will return with version 5!
-J
self.collisionClass
But it's just a numeric type, not a struct like the docs say, so I'm not sure what to do with it. It might be a memory address (which I'm assuming is useless in LUA). Here's the CryEngine doc that sent me down this path, if you want to explore: https://www.cryengine.com/docs/static/engines/cryengine-5/categories/23756813/pages/23306413If i walk into mutt he slides out the way
If mutt walks into me it seems like clipping is activated again and hes an impediment
In general walking around populated areas mutt looks at me and slides all over the ground and everyone gets mad like hes on 'Free" or 'Roam' whatever the go-run-around command is even though hes set to Heel.
Version 3 makes his collision the same as a rabbits. So I'd stick to that for now.
Appreciate it!
I experimented with this parameter on the Dog.lua, it works somehow well, but with time the dogs keeps a higher space between everything which is not ideal
One idea for you:
-- If this is turned off, then the AI will not avoid collisions, and will not
-- be avoided by other AI either.
collisionAvoidanceParticipation = true,
-- When moving, this increment value will be progressively added
-- to the agents avoidance radius (the rate is defined with the
-- CollisionAvoidanceRadiusIncrementIncreaseRate/DecreaseRate
-- console variables).
-- This is meant to make the agent keep a bit more distance between
-- him and other agents/obstacles. /Mario
collisionAvoidanceRadiusIncrement = 2.0,
Thanks again, looking forward to trying out your idea!
I will test this later with only your mod activated.
Noticed other dogs sliding all over the place too.
Thank you so much, finally, mutt can be less annoying.