Wolfs/Spiders are Humans?

nerxses shared this bug 4 years ago
Outdated

Hi,

Info:

"MyDetectedEntityInfo": Return type of cameras (raycast) or sensors (after they detect sth.), which presents information about the detected entity.

"Name": String property of "MyDetectedEntityInfo", which presents the name of the entity e.g. Playername, genericName, ...

"MyDetectedEntityType": An enum inside "MyDetectedEntityInfo", which presents the type of the detected entity eg. Astroid, CharacterHuman, CharacterOther, Floating Object, ... .


Bug:

If a camera or a sensor detects an wolf or spider, "MyDetectedEntityType" is set to CharacterHuman. Also the "Name" is set to Human (so wolfs and spiders are named human?). This is a problem, because the value of "MyDetectedEntityType" if an player is detected is also CharacterHuman and so there is no way to differ between players and npcs by the type of an entity. It is also not possible to differ between wolfs and spiders at all, because inside the script they look the same. Wolfs and spiders are also everything but not "Human".... so its bad naming anyway.


Solution:

1. Set the type of wolfs and spiders to "CharacterOther", which already a part of the enum "MyDetectedEntityType".

2. Rename wolfs and spiders so the "Name" property inside "MyDetectedEntityInfo" shows "Wolf" or "Spider".


Reproduce:

Build an powered grid with one sensor, one programable block and one lcd. Set the sensor to detect only neutrals and enemys (so you don't get yourself detected by the sensor). Write a simple script, which displays the name and type of entitys detected by the sensor. Spawn in one wolf and one spider (in 5m around the sensor) and look at the result of the screen. It will show, that both have the type CharacterHuman and are named Human.

Replies (1)

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Hello, Engineer!


Thank you for your feedback! Your topic has been added between considered issues.

Please keep voting for the issue as it will help us to identify the most serious bugs.


We really appreciate your patience.


Kind Regards

Keen Software House: QA Department

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While your at it, can you fixed the broken AI and remove the hard code off them? For a full release game(with loads of DLC) boasting its survival these npcs are pretty broken and the modding community been itching to make custom npcs but can't because of the hard codes.

https://support.keenswh.com/spaceengineers/general/topic/fix-npcs-to-be-functional-again

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bump still an issue in automation beta

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