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[Submitted 71393] Inky conversationalists not performing emotes

Discussion in 'Ink NPC Dialogue' started by Widsith [MGT], Apr 5, 2023.

  1. Widsith [MGT]

    Widsith [MGT] Avatar

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    04/05/2023 10:41
    Title: Inky conversationalists not performing emotes
    Reproduction Rate: 2 for 2 so far
    Blocker? For that function
    Details: Inky conversationalists with scripts that formerly performed emotes aren't working. I've set up a test case at the /loc below. Here's the script it is running, which worked previously:
    EXTERNAL playEmote(emoteName)
    -> What
    == What ==
    What?
    * Beg
    ~ playEmote("beg")
    -> What
    * Cower
    ~ playEmote("cower")
    -> What
    * Cringe
    ~ playEmote("cringe")
    -> What
    * Crouch
    ~ playEmote("crouch")
    -> What
    * Grovel
    ~ playEmote("grovel")
    -> What
    * Squat
    ~ playEmote("squat")
    -> What
    * Shiver
    ~ playEmote("shiver")
    -> What
    * Done
    -> END
    Steps to Reproduce: Talk to the NPC at the loc given
    User Specs:
    OS: Mac OS X 10.14.6
    CPU: Intel(R) Core(TM) i5-5675R CPU @ 3.10GHz (4) System RAM: 16384
    GPU: Intel(R) Iris(TM) Pro Graphics 6200 GPU RAM: 1536
    SotA.OSX.64.1648.Date.04.01.23
    Area: POT_island_metropolis_01_template/Rift's End
    Area Display Name: Rift's End
    Loc: (128.1, 89.1, -13.7)
    Debug: UE9UX2lzbGFuZF9tZXRyb3BvbGlzXzAxX3RlbXBsYXRlfFJpZnQncyBFbmR8KDEyOC4xMjcsIDg5LjE0MiwgLTEzLjcwOSl8KDAsIC0wLjAzMiwgMCwgLTAuOTk5KXwzNjMuOTQ0M3w0MC42MDkyfDIuMDE5Mjk0
     
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  2. Owsley

    Owsley Bug Hunter

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    Here is some additional info. I did some testing and I noticed that all of the emotes that require a "prop" such as Eat, ReadBook, Guard, ReadPaper, etc. are failing. They appear to start the animation but then fail before the object is rendered, almost like an error is being thrown. On the other hand, I have an entertainer doing Samba and that works fine. I'm not saying that only prop emotes aren't working because Pontificate (which doesn't use a prop) doesn't work. It might be easier to debug if you start with the emotes that use props because you can see them start the animation, then stop abruptly.
     
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  3. Anpu

    Anpu Avatar

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    Location:
    Hemut
    I am seeing this as well I did the following if the devs want to look for themselves.

    I placed a conversationalist inside my dungeon. The location of my dungeon entrance is here:
    Loc: (88.6, 38.0, 282.9)
    Debug: UE9UX2Rlc2VydF9tZXRyb3BvbGlzXzAxYV90ZW1wbGF0ZXxIZW11dHwoODguNjMyLCAzNy45OTcsIDI4Mi45MjIpfCgwLCAtMC43MjQsIDAsIDAuNjg5KXwyNjcuMTM1NnwzMS40Mzg5OHwxOA==

    Once you enter the dungeon speak to npc named Emote Testing. Emotes can be played as many times as you want. Click the grey arrow bottom right of the dialogue window to see all listed emotes.

    Readbook: Book object does not show up. It looks like it only does 1 iteration of the full animation.
    Guard: Sword object does not show up. It looks like it only does 1 iteration of the full animation.
    Pontificate: starts to play and abruptly ends? This is a VERY long animation.
    Samba: Plays 1 iteration of the Samba emote (which is actually quite long).
    Ponder: Works fine, 1 iteration.
    Gaze: Works fine, 1 iteration.
    Giggle: Works fine, 1 iteration.
    Clicking Goodbye! plays the Bow emote, and works fine, 1 iteration.

    I can take a video if needed? Or let me know if you need other info?

    Code:
    // Version 003 Emote Testing Inky Compliant code
    // by Anpu 05-07-2023
    // Line needed to call this function in game
    EXTERNAL playEmote(emoteName)
    ->start
    ==start
    Which Emote would you like me to display?
    + Readbook
    ~ playEmote("Readbook")
    This is the Readbook emote!
    ->start
    + Guard
    ~ playEmote("Guard")
    This is the Guard emote!
    ->start
    + Pontificate
    ~ playEmote("Pontificate")
    This is the Pontificate emote!
    ->start
    + Samba
    ~ playEmote("Samba")
    This is the Samba emote!
    ->start
    + Ponder
    ~ playEmote("Ponder")
    This is the Ponder emote!
    ->start
    + Gaze
    ~ playEmote("Gaze")
    This is the Gaze emote!
    ->start
    + Giggle
    ~ playEmote("Giggle")
    This is the Giggle emote!
    ->start
    * Goodbye!
    ~ playEmote("Bow")
    ->END
    // This code is needed to use the Inky editor
    === function playEmote(X) ===
    ~ return
    
    05/07/2023 17:04
    Title:
    Reproduction Rate:
    Blocker?
    Details:
    Steps to Reproduce:
    User Specs:
    OS: Windows 10 (10.0.0) 64bit
    CPU: Intel(R) Xeon(R) CPU E5-1620 0 @ 3.60GHz (8) System RAM: 16303
    GPU: NVIDIA GeForce GTX 1080 GPU RAM: 8072
    SotA.Win.64.1655.Date.05.05.23
    Area: POT_desert_metropolis_01a_template/Hemut
    Area Display Name: Hemut
    Loc: (88.6, 38.0, 282.9)
    Debug: UE9UX2Rlc2VydF9tZXRyb3BvbGlzXzAxYV90ZW1wbGF0ZXxIZW11dHwoODguNjMyLCAzNy45OTcsIDI4Mi45MjIpfCgwLCAtMC43MjQsIDAsIDAuNjg5KXwyNjcuMTM1NnwzMS40Mzg5OHwxOA==
     
    Last edited: May 7, 2023
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  4. DavidDC

    DavidDC Programmer Moderator SOTA Developer

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    Won't need more info i know what the problem is. Sadly won't be easily fixed because of the way i'm are currently loading this inky npc.
    Before it was acting as any NPC but required the owner to be there to work in many way. Now its being loaded as decoration npc which is loading differently (and alot lighter code wise) and fixed the interaction with other players.
    The difference between the 2 is the first had equipments setup and everything to be able to attach this required items (like a sword when doing guard, or a book when reading) and also had some extra settings for certain emote like pontificate, just like a player would.
    The decoration npc just try to do the emote right away and is emptied of all this knowledges the smart npc have.
    I would say probably half emotes are working right now (maybe more) but the rest will have to wait a bit the time i re-write code to be able to attach this required items and extra settings.

    So yeah eventually i will fix it but for now we will have to play with what's available
     
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  5. Owsley

    Owsley Bug Hunter

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    Does the new implementation have anything to do with the conversationalists again leaving their lot?
     
  6. DavidDC

    DavidDC Programmer Moderator SOTA Developer

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    hmm could be? Haven't seen this behavior myself, i saw someone with one lot close to each other but i tryed to repro and couldn't. I'm not certain what is doing that yet.
     
  7. Owsley

    Owsley Bug Hunter

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    FYI One of my lots in Harvest is placing my conversationalist across the street.

    My guess is it happens when the instance is spawned and the owner isn't online or perhaps not the first to enter the instance.