I’m learning scripting by fixing some things I consider bugs in HW1RM/Mission13 (the junkyard). These are also bugs in HW1 classic, and once I figure it all out, I may try to correct them there as well if that is possible.
I have one fix for a problem where he gets stuck with a bone without dropping it in the Watch_Mission13_JYDTeam_DumpGateX state. This is causes by command not going to idle, “solved” with a timeout after which he drops it where ever it is. A better fix might be to understand why it doesn’t get to command_idle. Ideas on that?
Now I would like to address the issue of his getting stuck when gates are destroyed after they have been selected.
How in code would I learn that a gate has been destroyed? In the .level, I see GATETeleportOutPointX definitions, and TeleportTriggerX boxes, but I don’t see anything that directly identifies the gate objects and their lifecycles.
I suppose I could reuse the stuck timer and just have him SobGroup_MoveToPoint(wherever) the slow way whenever that happens, but that feels as expedient and arguably wrong as the drop timer.
If this all can be made to work, I am also inclined to have the dog resurrect after some time. There’s no reason the automata there couldn’'t make another
Hints or suggestions?
Is is possible to patch HW1C missionX.lua files?
(Thanks to Magitex for hand holding to date!)