Pretty much as the title says.
The walk mesh and pathfinding in the game is so horrible that more often than not characters stop moving, take wonky paths because of other characters being one pixel too close, etc.
Allowing a toggle for player-to-player collision would fix this. It also removes unfortunate bumping, which is perhaps even more annoying.
It will also make adventuring with multiple melee characters more enjoyable, since they won't get in the way of each other constantly.
Let's face it: in a combat situation allies will shift/lean out of the way to allow an ally to pass by, without compromising their own position. Currently the only option is to actually move, which not only cancels all attacks for that round, but also incurs Attacks of Opportunity.
Though the two former points are the post important ones, as they affect everyone regardless of what type of RP/content they prefer.
I see no downside to allowing this. It is purely quality of life. If combat related issues are a concern, then the colission script could just check for a character being in combat or not.
Suggestion: Allow player collision toggle
Moderators: Moderator, Quality Control, Developer, DM
- zhazz
- Posts: 851
- Joined: Sat Feb 08, 2020 7:12 am
- Endelyon
- Posts: 3606
- Joined: Sun Jul 06, 2014 4:24 am
Re: Suggestion: Allow player collision toggle
Collision is all or nothing, if we disable a PC's collision they can also walk through doors and objects.
- zhazz
- Posts: 851
- Joined: Sat Feb 08, 2020 7:12 am
Re: Suggestion: Allow player collision toggle
I'm pretty sure Sigil's anti-colission doesn't extend to doors at least. I can check later to make sure.
If it does, then that is a valid reason not to have it. Players walking through unlocked doors is one thing, but locked is definitely a no-go.
If it does, then that is a valid reason not to have it. Players walking through unlocked doors is one thing, but locked is definitely a no-go.
Last edited by zhazz on Sat Jan 22, 2022 7:08 pm, edited 1 time in total.
- Endelyon
- Posts: 3606
- Joined: Sun Jul 06, 2014 4:24 am
Re: Suggestion: Allow player collision toggle
If Sigil does have a way to do this without turning it into no clip mode let me know and I'll try to find out how it's done.
- zhazz
- Posts: 851
- Joined: Sat Feb 08, 2020 7:12 am
Re: Suggestion: Allow player collision toggle
Alright, so I had a quick check and test.
Sigil uses the extended KEMO set of tools for toggling Closeness. These same tools also include extra animations, options to roll touch attacks, etc. Probably a package deal.
Objects (tables, screens, things part of the area) seem to retain colission when toggling it off for the character.
Doors, however, do not. At least not unlocked doors. The only locked doors I were able to find on short notice were the ones that transition to a new area or part of the same area.
I wonder if it would be possible to simply shrink the area of colission down to like 1 or even 5 pixel radius. Should at least reduce the likelyhood of overlapping zones of character colission, while still retaining it for solid stationary objects such as tables and doors.
Sigil uses the extended KEMO set of tools for toggling Closeness. These same tools also include extra animations, options to roll touch attacks, etc. Probably a package deal.
Objects (tables, screens, things part of the area) seem to retain colission when toggling it off for the character.
Doors, however, do not. At least not unlocked doors. The only locked doors I were able to find on short notice were the ones that transition to a new area or part of the same area.
I wonder if it would be possible to simply shrink the area of colission down to like 1 or even 5 pixel radius. Should at least reduce the likelyhood of overlapping zones of character colission, while still retaining it for solid stationary objects such as tables and doors.
- Lux
- Retired Staff
- Posts: 589
- Joined: Wed Jun 17, 2015 11:52 am
- Location: In a meadow somewhere
Re: Suggestion: Allow player collision toggle
I have played on Sigil and toggled closeness does indeed let you walk through locked doors.
If object size can be reduced instead it would ease RP without bumping without letting people pass through locked doors.
Being able to roll MTA and RTA I miss. I would love if they could be added to BG's PC tools.
If object size can be reduced instead it would ease RP without bumping without letting people pass through locked doors.
Being able to roll MTA and RTA I miss. I would love if they could be added to BG's PC tools.
What we see depends mainly on what we look for
- Theodore01
- Recognized Donor
- Posts: 2927
- Joined: Wed Feb 16, 2011 5:32 pm
Re: Suggestion: Allow player collision toggle
If object size can be reduced - wouldn't that affect weapon reach and feats cleave, circlekick, whirlwind and such?
- zhazz
- Posts: 851
- Joined: Sat Feb 08, 2020 7:12 am
Re: Suggestion: Allow player collision toggle
Not object size, but colission box size. In some games the two are bound tightly together, while in others they are separate. Not sure how it's done in NWN2.