Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Nathan Nov 11, 2021 @ 12:29am
[Bug] Invisible blocker stopping player (voi)
Another fun bug since the nov 3rd hotfix.
In the level voi/The Storm, where right at the start, you open doors for the warthog, the very third big door just has this soft repelling force that you can't pass through.
AI can, your soldiers happily advance. bullets can.
Tried hopping into the passenger seat of the warthog, it couldn't pass. Tried going around the sideway, same thing. Even the tiny corner to the left has it, you can't go there, the wall goes right through it all.
Tried desperately looking in Sapien for different blockers or stuff, checking the debug menu (Home) in tag_test if it could highlight something.
Tried putting in completely vanilla voi map files in my tag folder, same thing (also BTW in my compiled map).
Going to try next to just delete data & tags folder and extract 100% vanilla, just a tired endeavour and is going to take hours to extract & copy.
Last edited by Nathan; Nov 11, 2021 @ 12:31am
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Nathan Nov 11, 2021 @ 2:42am 
This is a problem in 100% vanilla tags & data! >:(
My poor SSD ages a year each time I have to go through this dance of deleting 20GB folders and extracting them again.
Last edited by Nathan; Nov 11, 2021 @ 2:47am
Nathan Nov 16, 2021 @ 6:14am 
It seems to be tied to a soft_ceiling, maybe a gs_camera_bounds command and soft_ceiling_enable just don't work?
Nathan Nov 16, 2021 @ 7:37am 
Going by this hypothesis, I see that when I compile scripts it spits out in Sapien:
[040_voi_mission line 2262] this is not a valid function or script name.: cs_go_to2 scarab_patrol/p0 1) [040_voi_mission line 4167] this is not a valid string for 'soft_ceiling_enable': camera_fb_01 false) [040_voi_mission line 4176] this is not a valid string for 'soft_ceiling_enable': camera_fb_01 false) [040_voi_mission line 4186] this is not a valid string for 'soft_ceiling_enable': camera_fb_01 true)

and what the mission.hsc file has for the camera_bounds stuff is:
(script dormant gs_camera_bounds ; turn on all camera bounds (gs_camera_bounds_on) ; factory a <- this is the same sleep you use for determining when to spawn the guys past the second door in factory a (sleep_until (or (volume_test_players vol_tank_room_a_exit) (<= (ai_task_count factory_a_covenant_obj/tank_room_combat01) 1) ) ) (soft_ceiling_enable camera_fa_01 FALSE) (sleep_until (volume_test_players vol_factory_b_init)) ; factory b <- this is the same sleep you use for determining when to spawn the guys past the second door in factory b (sleep_until (or (volume_test_players vol_factory_b_buginit) (and (>= (device_get_position factory_b_entry02) 1) (volume_test_players vol_factory_b_buginit02) ) ) ) (soft_ceiling_enable camera_fb_01 FALSE) ) (script static void gs_camera_bounds_off (print "turn off camera bounds") ; factory a (soft_ceiling_enable camera_fa_01 FALSE) ; factory b (soft_ceiling_enable camera_fb_01 FALSE) ) (script static void gs_camera_bounds_on (print "turn on camera bounds") ; factory a (soft_ceiling_enable camera_fa_01 TRUE) ; factory b (soft_ceiling_enable camera_fb_01 TRUE) )

But how would I go about fixing this? (Not modded BTW, so I'd be fixing whatever would need to be patched anyway)


EDIT:
Just confirmed that entering into the console
soft_ceiling_enable camera_fa_01 FALSE
infront of that door allowed me to pass through it.
Last edited by Nathan; Nov 16, 2021 @ 7:57am
Fax_the_Sender Dec 13, 2024 @ 10:11am 
i know this is an old thread but the actual solution is scenario_load_all_tags as the soft ceiling thing prevents scripts from working properly.

also the door to the first outdoor area doesn't work in the tag tester due to a bug. i thought i remembered it working back when the mod tools first released but when i downloaded past builds of the mod tools the same door bug was present.

what i mean is the door to lakebed A (first outdoor area with enemies) is locked (switch is green) but no E prompt appears when near the switch. you can manually switch bsp to trigger the zone / bsp change (i.e. loads next part of the level) but i never found out how do that...but it turns out the bug was correctly in the tags. the retail game is unaffected and even with the bug fixed in the tags the door remains functional in the retail game.

i'm currently modding each game and will include the fix as a small mod when i upload the mods. not make any drastic changes, games will still have vanilla gameplay but will each have quality of life changes to make them easier on the eyes and less annoying.
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