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IDProjectCategoryView StatusLast Update
0017171Return of ReckoningGeneralpublic2023-08-13 04:14
ReporterReturnOfReckoning Assigned To 
PrioritynormalSeverityminorReproducibilityhave not tried
Status newResolutionopen 
Summary0017171: Garden of Qu'aph: tanks can punt people from the upper deck into the arena
DescriptionReporter: Zomega-WAR

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**Expected behavior and actual behavior:**

The invisible wall around the edge of the upperdeck to the arena should be high enough that nothing can pass over it. However tanks can use their knockback to send people over even if those people are not on higher ground. Confirmed with a KOTBS with the knock-back tactic.

**Steps to reproduce the problem:**

1) Be a KOTBS
2) Equip Banish Darkness tactic
3) Find a destro character on the upper deck near-ish the edge
4) Use Repel Darkness ability on them

The destro player will be punted into the arena.

**Testing Screenshots/Videos/Evidences (always needed):**
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Sorry, didn't grab a SS of this one.

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TagsGarden of Qu'aph

Activities

ReturnOfReckoning

ReturnOfReckoning

2023-08-13 04:14

reporter   ~0032096

Commenter: dalen

this is possible, but the player punted down will get teleported up again when they hit the ground
ReturnOfReckoning

ReturnOfReckoning

2023-08-13 04:14

reporter   ~0032097

Commenter: Zomega-WAR

True, it's just a griefing tool. The person who got knocked down has a moment or two to do some damage or throw out some heals before getting teleported back up though.
ReturnOfReckoning

ReturnOfReckoning

2023-08-13 04:14

reporter   ~0032098

Commenter: dalen

The ability to damage players dueling has been fixed. Will fix ability to heal or buff players dueling as well soon.

If we have higher invisible walls it would stop players from being able to target people dueling, and then you can't really follow fights as you can't see debuffs etc.
ReturnOfReckoning

ReturnOfReckoning

2023-08-13 04:14

reporter   ~0032099

Commenter: Zomega-WAR

**Disclaimer: potentially a red herring / very very wrong**

Apologies if this gets too technical - I'm not sure who knows what about the NIF file format.

I went digging as I know there are areas in the game that block movement but not targeting and I managed to find one. The asset "em_city_ship_galleon02.nif" has invisible walls that block movement (you can't jump off the boat into the sea) but they don't block targeting.

Using NifSkope I checked out the names and the properties of the different nodes. In all cases I found (including other nif files that had invisible walls you could click through) I found:

- All movement blocking geometry is in a node named "collidee"
- If the collision geometry blocked movement only then it was under a child node of "collidee" named "nopick"

I managed to track down the NIF file for the Gardens (much fun seeing as I don't have a full hashed filenames list... in the end I went for the biggest file size that I had no name for and it worked!) and noticed that all of the collision geometry is under "collidee" nodes, including the invisible walls overlooking the arena.

In theory - and I do really mean in theory - if Yali is able to split the walls overlooking the arena into their own mesh (currently they are merged with the floor and outer wall triangles) and then when building the Nif file get them into a node named "nopick" (needs to be a child of "collidee") then you should be able to raise the height as much as you want and still be able to target people below.

I checked everything else I could find from the data shown in Nifskope (materials, properties, flags, etc) and for invisible colliding geometry these are all the same regardless of whether you can target through or not. The only different I could find was the click-through stuff being under a node named "nopick". Even if this turns out to be wrong, examining that ship model in more detail might give you the answers to making invisible walls you can click through.

Crap-load of screenshots incoming.
ReturnOfReckoning

ReturnOfReckoning

2023-08-13 04:14

reporter   ~0032100

Commenter: Zomega-WAR

This "collidee" geometry blockes movementg and targeting. It is the north boat on Altdorf docks and you can confirm by trying to click NPCs through the ropes going from the ship to the top of the mast.

![ship_collidee](https://user-images.githubusercontent.com/60266177/85201905-c121b000-b2fa-11ea-93a8-1fe601cf9c41.PNG)

These 2 screenshots show the "nopick" geometry. The "nopick" node is under a "collidee" node. I have tested in game and this specific nopick geometry blocks movement but not targeting (as does all nopick geometry I've found).

![ship_nopick1](https://user-images.githubusercontent.com/60266177/85203593-c1c04380-b306-11ea-88d5-42e2607d305c.PNG)
![ship_nopick2](https://user-images.githubusercontent.com/60266177/85203594-c258da00-b306-11ea-9941-aa3dddc6fb6a.PNG)
ReturnOfReckoning

ReturnOfReckoning

2023-08-13 04:14

reporter   ~0032101

Commenter: Zomega-WAR

Garden map showing walls overlooking arena are currently merged with some floor collision geometry and under a "collidee" node.

![garden_collidee](https://user-images.githubusercontent.com/60266177/85202152-45286780-b2fc-11ea-8409-d3497e01636c.PNG)
ReturnOfReckoning

ReturnOfReckoning

2023-08-13 04:14

reporter   ~0032102

Commenter: Zomega-WAR

I can confirm changing the name of the node to "nopick" will tell the client to ignore it when targeting with the mouse. Screenshow showing the modified version of the Garden with updated node names. I'm able to mouse-over target things visible right above the floor of the upper deck which usually would be impossible. My movement is still blocked as before but I can click though.

![Zomega_445](https://user-images.githubusercontent.com/60266177/85209424-b59cac00-b32f-11ea-9f13-7600ed9c90c5.jpg)

Updated model in Nifskope showing the renamed node. Please not that this fix isn't suitable for the live server as it allows you to click through all of the collision geometry selected (i.e. including most of the floors). Yali or someone will need to recompile the map with the collision walls overlooking the arena as their own mesh. Those specific walls can then be set to "nopick" to let you click through them without affecting the floor/etc.

![image](https://user-images.githubusercontent.com/60266177/85209457-1cba6080-b330-11ea-80db-868bac7c6ff7.png)

Issue History

Date Modified Username Field Change
2023-08-13 04:14 ReturnOfReckoning New Issue
2023-08-13 04:14 ReturnOfReckoning Tag Attached: Garden of Qu'aph
2023-08-13 04:14 ReturnOfReckoning Note Added: 0032096
2023-08-13 04:14 ReturnOfReckoning Note Added: 0032097
2023-08-13 04:14 ReturnOfReckoning Note Added: 0032098
2023-08-13 04:14 ReturnOfReckoning Note Added: 0032099
2023-08-13 04:14 ReturnOfReckoning Note Added: 0032100
2023-08-13 04:14 ReturnOfReckoning Note Added: 0032101
2023-08-13 04:14 ReturnOfReckoning Note Added: 0032102