Big robots' corpses

Ardanis

First time out of the vault
As we know, they're impassable after the patch, making a wonderful field for getting hopelessly stuck in the game.

Is there any kind of cure for this?

I've assumed that since it is the race that dictates whether a corpse will block the path or not, I could try to swap those robots with races (along with sprites) normally not found on a battlefield, so that BOS scribes/elders will be assigned robotic 'impassable' race, and behemoths/pacificators will be scribes/elders.
But unfortunately, races.txt doesn't seem to acknowledge new PhysicalType and TraitType set for swapped races, resulting in a Lifter looking like a Lifter, but sounding like a human, etc.
 
Temporarily change lifter's bounding box dimensions. They are stored in lifter's sprite file.

Lifter's appearance is hardcoded in executable file and it depends on actor's race. Actor's race is stored in an entity file. However when an actor entity is placed on a mission map and stored in a saved game state it can't be modified in normal way.
 
jarekfall said:
Temporarily change lifter's bounding box dimensions. They are stored in lifter's sprite file.
Thanks, it kinda works. Though it raises new balance issue between making sprites not block the path and them squeezing through tight holes they weren't initailly supposed to.

Lifter's appearance is hardcoded in executable file and it depends on actor's race. Actor's race is stored in an entity file. However when an actor entity is placed on a mission map and stored in a saved game state it can't be modified in normal way.
I know. It would appear there's more hardcoded things, because races.txt allows for innate weapon customization, yet playing with shuffling races' traits yields nothing.


If doable, could you make a fix for dead robots in future FTI version? Making sense they may be, but also create a source of serious bugs.
 
Ardanis said:
If doable, could you make a fix for dead robots in future FTI version? Making sense they may be, but also create a source of serious bugs.
Why do you think this is a game bug? For example, when you fight against a Behemoth you should always make sure whether it can be killed in current location, so that it won't block the road or any other important passage. I think that it's rather a good game feature. Lifter is similar to Behemoth or tank so it should block the passage.
 
Why do you think this is a game bug?
It's not a techincal bug, but it creates map design bugs. In order for this feature to work properly, several maps need to be re-designed - I recall in pre-last mission there was a MTT positioned in a tight corridor, the only corridor leading to inner sections of V0.

Corpses can be deactivated with scripting, no need to mess with anything thing else.
Won't the ammo loot be unavailable then? Though I guess it's not an easy task to retrieve those .50 rounds from under heavy Behemoth's plating, so makes sense.
 
You can always make it part of the condition to deactivate the corpse only after it's been looted. Or add a delay from the time the entity is killed to it being removed.
 
In rather far future I may try to create a patch that would allow a player to destroy blocking corpses by use of explosives.
 
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