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Mw5: Cannot Interact With Npcs Or Mechbay


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#21 DjPush

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Posted 11 December 2019 - 05:22 PM

View PostMaxx Blue, on 11 December 2019 - 09:47 AM, said:

Here is what happens to me:

first, I never had the beta installed. Only installed the full version through the epic store. Before starting the campaign, I went in to re-map some keys. I think the only things I changed were to remap interact to ‘i’ and add ‘e’ as a secondary mapping for throttle 100%.

once I got through the tutorial, I couldn’t talk to any of the crew using ‘i’, but I could if I pressed ‘e’. However, once in a mission, neither ‘i’ or ‘e’ would collect salvage. ‘I’ did nothing, while pressing ‘e’ would set my throttle to 100%, which is what I had it mapped to. When I changed the mapping for interact back to ‘e’ i was able to collect salvage.

So, it looks like ‘e’ may be hard-coded when walking around on foot and isn’t being overridden if you have ‘e’ mapped to a mech-only command. However, if you are in a mech, it still expects you to press ‘e’ to interact, but pressing ‘e’ activates your custom binding and not the interact action.

View PostMaxx Blue, on 11 December 2019 - 09:47 AM, said:

Here is what happens to me:

first, I never had the beta installed. Only installed the full version through the epic store. Before starting the campaign, I went in to re-map some keys. I think the only things I changed were to remap interact to ‘i’ and add ‘e’ as a secondary mapping for throttle 100%.

once I got through the tutorial, I couldn’t talk to any of the crew using ‘i’, but I could if I pressed ‘e’. However, once in a mission, neither ‘i’ or ‘e’ would collect salvage. ‘I’ did nothing, while pressing ‘e’ would set my throttle to 100%, which is what I had it mapped to. When I changed the mapping for interact back to ‘e’ i was able to collect salvage.

So, it looks like ‘e’ may be hard-coded when walking around on foot and isn’t being overridden if you have ‘e’ mapped to a mech-only command. However, if you are in a mech, it still expects you to press ‘e’ to interact, but pressing ‘e’ activates your custom binding and not the interact action.


This makes sense. I'll give it a shot. Since you can't remap keys for walking around, I would imagine that the "default" keys should do the trick.

#22 Koniving

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Posted 11 December 2019 - 08:00 PM

View PostLordNothing, on 10 December 2019 - 07:14 PM, said:


ok so i figured id buy an urbanmech because urbie op. its bad enough its slow af without being able to tweak the engine but it kept getting hung up on terrain which made it a thousand times worse. this one time i even had to go over there and push him away from a wall so he would start moving again. he would walk for 5 minutes, get confused and backtracked out, and then walk back the same way and get stuck in a loop of stupid that would make your average mwo potato look smart. thing is ive yet to see any other mech have problems with pathing.


And people were like "The AI is fine."
AI in Unreal engine navigates by reading the mesh and obstacles as it travels, within a reasonably short range based on the speed of which it is moving for registering what it needs to do to navigate. The Urbz, being slow as it is, thusly cannot see and enact plans for navigation as well as a faster unit that would see it further ahead and navigate accordingly with a speed in which you'd hardly notice.

Also, because PGI ported over how to treat hills by ramping down speed as you go further along the incline from (MWO), the Urbz already lacks throttle power and acceleration...then you have a decelerating force and so where the AI thinks it could go because why not... the mech just cannot do it.

The fix in this case is either double the pre-planning cone for the nav mesh for the Urbanmech (but unless it is separated, this would happen to all units and cause significant performance issues)... OR raise Urbz acceleration to be really good despite the low speed.

Until someone does that, you can manually navigate them around specific obstacles by instructing them on how to move.

I should note, if you give Urbz insane acceleration, the funny side effect is like the Pretty Baby especially but Awesomes in general before negative stats were removed (from MWO) like the Awesome's slow brakes, the Urbz would be able to climb things nothing should be able to.

---
Edit because when someone quoted me I thought it was about this post and climbing.. I've brought it over here.

Quote

View PostJackal Noble, on 11 December 2019 - 07:57 PM, said:

*always uses outdated footage


Thought of it. (Side note... Thought this was for another thread about the Urban mech acceleration, and for some reason I thought that you said "Could always use outdated footage" as part of the ongoing meme that's revolving around me.)

So here ya go.

There's a few times of climbing things that no assault can climb here. One near the beginning, one I got pretty close to but gave up prematurely (without the wiggle-climb technique so I know I gave up too early because my backup was leaving me) just after 5 minutes in. (To note, with -200% deceleration, the Pretty Baby wouldn't even need to do any special techniques to make it up there, it was one of the things I loved about it before PGI took that away. 400% torso twist speed was pretty sweet too.)

Edit:
3 minutes in, impossible climbing activated.
3:56
4:40.

Edited by Koniving, 11 December 2019 - 08:35 PM.


#23 Aidan Crenshaw

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Posted 11 December 2019 - 11:38 PM

View PostRadbane, on 11 December 2019 - 12:37 PM, said:

We just got a patch, but since PGI handles the MW5 communication even worse than the ever handled MWO's and EPIC is the worst launcher out there I have no clue if this issue may be solved with the patch. Do anyone see any patchnotes anywhere?


see here: https://mw5mercs.com/

#24 LordNothing

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Posted 12 December 2019 - 04:23 AM

View PostKoniving, on 11 December 2019 - 08:00 PM, said:


And people were like "The AI is fine."
AI in Unreal engine navigates by reading the mesh and obstacles as it travels, within a reasonably short range based on the speed of which it is moving for registering what it needs to do to navigate. The Urbz, being slow as it is, thusly cannot see and enact plans for navigation as well as a faster unit that would see it further ahead and navigate accordingly with a speed in which you'd hardly notice.

Also, because PGI ported over how to treat hills by ramping down speed as you go further along the incline from (MWO), the Urbz already lacks throttle power and acceleration...then you have a decelerating force and so where the AI thinks it could go because why not... the mech just cannot do it.

The fix in this case is either double the pre-planning cone for the nav mesh for the Urbanmech (but unless it is separated, this would happen to all units and cause significant performance issues)... OR raise Urbz acceleration to be really good despite the low speed.

Until someone does that, you can manually navigate them around specific obstacles by instructing them on how to move.

I should note, if you give Urbz insane acceleration, the funny side effect is like the Pretty Baby especially but Awesomes in general before negative stats were removed (from MWO) like the Awesome's slow brakes, the Urbz would be able to climb things nothing should be able to.


seems its more than just urbies, had a centurion get hung up on a rock.

i just get this situation a lot where a mech gets hung up on a rock or something, and rather than path a way out of their predicament, they give up and do nothing. really the only way to get them out of there is to tell them to go to a location behind them, and then have them form up on you. and its not fool proof as sometimes even though its out of the way they still find themselves stuck on the same rock.

also getting your ai mechwarriors to actually follow orders is damn near impossible. i say form up on me, and they slowly backpedal to my position while continuing to engage the enemy. they could be in a locust and do this dispite the fact they could get out of weapons range of the enemy in seconds. this is really annoying on raid missions where you don't need them to smash every damn vehicle.

ordering them to shoot an enemy. like i was running an srm javelin and couldnt shoot the helicopters, so i ordered my lancemate with the ppc to shoot the helicopter, and had to do it 3 or 4 times before they fired. the only command they seem to do well with is go to location, assuming they could figure out how to path there, or they would inform you the path was blocked, even if it wasnt.

the moral of this story is to treat your lancemates as cannon fodder. don't put them in expensive mechs with high tier weapons.

Edited by LordNothing, 12 December 2019 - 04:35 AM.






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