NPC trigger Dialogs too late / blocking movement

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#388 0 comments 0 reactions 0 assignees View on GitHub

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Assessment

Difficulty
4/5
Estimated time
1-2 days
Newbie friendliness
48/100
Issue type
Bug
Clarity
Mostly clear
Activity status
Stale
Tech stack
csharp, unity
Domain
game-dev

Research direction

Start by tracing the NPC dialog trigger and player movement handling around animation completion; the issue does not name files or tests, so locate these entry points in the Unity project first. Check whether Gothic 1 waits for the animation to finish and when player movement is locked. Done means dialogs trigger at a usable distance and the player can reach the END button without movement being blocked.

Written by the indexing model from the issue text.

Description

bug

NPCs trigger Dialogs too late. It means we are sometimes far away, don't hear them, and will not be able to click the END button.

TODOs

  • Check if it's normal for G1 to wait until Animation has finished?
  • or maybe lock player already in place while closing previous Animation?
Dominant language
C#
Stars
33
Forks
1
Avg merge
1d 17h
Merged PRs (30d)
51

Getting set up

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

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