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Creatures during EscapePod First Cinematics should be synced #2256

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dartasen opened this issue Jan 12, 2025 · 0 comments
Open

Creatures during EscapePod First Cinematics should be synced #2256

dartasen opened this issue Jan 12, 2025 · 0 comments
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Area: story Related to story progression or cinematics Complexity: medium Suitable for contributors that knows about Nitrox structure Type: enhancement

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@dartasen
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Describe the issue

As per #2216, those cinematics are now enabled. But will release 4 creatures (Skyray, rabbitray, 2 holefishes) that are not registered for Nitrox

For now this behavior is disabled by EscapePodFirstUseCinematicsController_ReleaseCreature_Patch that rewrites EscapePodFirstUseCinematicsController.ReleaseCreature() to call Object.Destroy(creature); instead of registering the entity In game.

It should be enabled and synced (@tornac1234 procedure) :

  • Player A and B join
  • Player A opens hatch, broadcasts entity spawns for everyone (broadcast the first opening to all players)
  • Player B opens hatch, kills the locally created entities after the cinematic
@dartasen dartasen added Area: story Related to story progression or cinematics Type: enhancement Complexity: medium Suitable for contributors that knows about Nitrox structure labels Jan 12, 2025
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Labels
Area: story Related to story progression or cinematics Complexity: medium Suitable for contributors that knows about Nitrox structure Type: enhancement
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