That's interesting. I had a sword, and he killed me. It disappeared when I hit X, maybe it flew out of my dead body rising and across the map.Anton wrote:2 things to check (if you want to fix it):iRook wrote:Huh, spawned a guard in red shards and he runs from me into walls. Just up and runs away, into a wall. He scared.
1st, he is probably trying to get to a weapon, you can double check that there are no weapons too close to him, and that they are within a climbable range.
2nd, make sure you update the nav mesh while editing levels, if you want the npcs to know where they can go. In the editor mode, click on pathfinding, then create navmesh (this will take a while), then click save navmesh.
Unofficial Overgrowth a176, weekly build
Re: Unofficial Overgrowth a176, weekly build
Re: Unofficial Overgrowth a176, weekly build
It's possible that the sword fell to a location that he couldn't get to, but he was definitely chasing after it...iRook wrote:That's interesting. I had a sword, and he killed me. It disappeared when I hit X, maybe it flew out of my dead body rising and across the map.Anton wrote:2 things to check (if you want to fix it):iRook wrote:Huh, spawned a guard in red shards and he runs from me into walls. Just up and runs away, into a wall. He scared.
1st, he is probably trying to get to a weapon, you can double check that there are no weapons too close to him, and that they are within a climbable range.
2nd, make sure you update the nav mesh while editing levels, if you want the npcs to know where they can go. In the editor mode, click on pathfinding, then create navmesh (this will take a while), then click save navmesh.
Re: Unofficial Overgrowth a176, weekly build
Probably fell below me now that I think about it, and the quickest way was to run off the map or something.
Re: Unofficial Overgrowth a176, weekly build
yeah sometimes weapons go through the map but the A.I still tries to get it.
Re: Unofficial Overgrowth a176, weekly build
The new build is awesome . I dunno if it is just me, but I can't seem to be able to throw weapons at an enemy since this update. Is anyone else having this issue? Any help would be greatly appreciated : )
Re: Unofficial Overgrowth a176, weekly build
it's not just you... dual wielding broke throwing... (You can still throw by rolling though... kinda...)taurus296 wrote:The new build is awesome . I dunno if it is just me, but I can't seem to be able to throw weapons at an enemy since this update. Is anyone else having this issue? Any help would be greatly appreciated : )
Re: Unofficial Overgrowth a176, weekly build
Cant wait! My first try. This game looks so awesome and promising. So innovative. The physics and the combat oh <3
I love you, developers <3
I love you, developers <3
Re: Unofficial Overgrowth a176, weekly build
Actually you can throw 1 of the weapons/gear when you have something in your both hands.Anton wrote:it's not just you... dual wielding broke throwing... (You can still throw by rolling though... kinda...)taurus296 wrote:The new build is awesome . I dunno if it is just me, but I can't seem to be able to throw weapons at an enemy since this update. Is anyone else having this issue? Any help would be greatly appreciated : )
But again there is a bug with dual wielding some objects/weapon combos, like 2 dogtoolhammers. As you can see on that screenshot 1 of the hammer is backwards in he's hand. Oh and now it get's interesting. When i hold a hammer in my left hand and a sword in my right the hammer is still backwards but when i hold sword in my left hand and hammer in right then they both are held right
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Re: Unofficial Overgrowth a176, weekly build
I live in Virginia. I'm not sure if it is a normal wait time but I am using Google Chrome and it says that there are two hours left. I am okay with it but if it is not a normal wait time I would like to know what I can do to make it better.
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Re: Unofficial Overgrowth a176, weekly build
I think holding the hammer backwards is supposed to be like that so you swing like a hook punch.last wrote:Actually you can throw 1 of the weapons/gear when you have something in your both hands.Anton wrote:it's not just you... dual wielding broke throwing... (You can still throw by rolling though... kinda...)taurus296 wrote:The new build is awesome . I dunno if it is just me, but I can't seem to be able to throw weapons at an enemy since this update. Is anyone else having this issue? Any help would be greatly appreciated : )
But again there is a bug with dual wielding some objects/weapon combos, like 2 dogtoolhammers. As you can see on that screenshot 1 of the hammer is backwards in he's hand. Oh and now it get's interesting. When i hold a hammer in my left hand and a sword in my right the hammer is still backwards but when i hold sword in my left hand and hammer in right then they both are held right
Re: Unofficial Overgrowth a176, weekly build
I'd like to see this on some sort of training server when they finally get online multiplayer.Dibbz wrote:Pretty neat.
He said about the scabbard being used to "teach someone a lesson without hurting them too much", though currently in the game all attacks are lethal.
Re: Unofficial Overgrowth a176, weekly build
omg that "active ragdoll block" is EPIC!
it's just a little annoying that i have to edit the aschar.as after every update because for some reason the slowmotioneffect after blocks and dodge's is gone for me since a couple of updates which makes combat a lot more epic.
if you have this bug/feature too and you don't like it just do this:
remove the "//" infront of all "timedslowmotion" in your aschar.as (use the search function in notepad++ for example to find all entries)
it's just a little annoying that i have to edit the aschar.as after every update because for some reason the slowmotioneffect after blocks and dodge's is gone for me since a couple of updates which makes combat a lot more epic.
if you have this bug/feature too and you don't like it just do this:
remove the "//" infront of all "timedslowmotion" in your aschar.as (use the search function in notepad++ for example to find all entries)
Re: Unofficial Overgrowth a176, weekly build
Yeah, the slow-motion stuff has been removed for a while. Last actually makes a great mod that he updates weekly, that also includes the slow-motion option. It can be fun for sure!tonicer wrote:omg that "active ragdoll block" is EPIC!
it's just a little annoying that i have to edit the aschar.as after every update because for some reason the slowmotioneffect after blocks and dodge's is gone for me since a couple of updates which makes combat a lot more epic.
if you have this bug/feature too and you don't like it just do this:
remove the "//" infront of all "timedslowmotion" in your aschar.as (use the search function in notepad++ for example to find all entries)