NPC trigger Dialogs too late / blocking movement
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Nobody has claimed this yet.
Assessment
- Difficulty
- 4/5
- Estimated time
- 1-2 days
- Newbie friendliness
- 48/100
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
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
- No Dockerfile or Docker Compose file
- Has a pull request template
- Read the contributing guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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