Fix boat duplication/disappearing, reduce collision false-positives

Needed to add a UE4SS script to fix the boat duplication issue. Disappearing issue was fixed by disabling and re-enabling when getting back to the boat. Collision false-positives was reduced by ignoring collider position when it is too far off expected X and Y positions.

Still not ready for next relase, needs some update migration code.
This commit is contained in:
2025-06-18 00:31:15 -04:00
parent e9e981af44
commit eb8cd50ada
6 changed files with 360 additions and 40 deletions

View File

@@ -14,7 +14,10 @@ short Initializing
short BoatMoving ; 0 = not moving, 1 = about to move this tick, 2 = in motion
short Rowing ; 0 = not rowing (timed), 1 = rowing forward (timed), 2 = rowing backward (timed)
short AutoRowing ; 0 = not auto rowing, 1 = auto rowing forward, 2 = auto rowing backward
short Resetting ; 1 = run positioning code once relative to player, 2 = run positioning code once relative to boat
; 1 = run positioning code once relative to player
; 2 = run positioning code once relative to boat
; -1 = re-enable boat and attachments, then run positioning code once relative to player
short Resetting
short LockHeading ; 0 = free to turn, 1 = locked to current boat heading
short LadderDeployed ; 0 = disabled, 1 = enabled
short LampOn
@@ -28,6 +31,7 @@ short BoatPurchased
short ChestPurchased
short LampPurchased
short LadderPurchased
short PlayerNearBoat ; 0 = not near boat, 1 = near boat (within RockDistanceThreshold)
; Triggers
; Sort of like functions that any script can call by setting these to 1 which this script will handle and set back to 0
@@ -276,7 +280,9 @@ float LadderZOffset ; pos units from BoatZ upwards to place the ladder (default:
ref Collider
float ColliderX
float ColliderActualX
float ColliderY
float ColliderActualY
float ColliderZ
float ColliderOffset ; pos units from boat center towards boat direction to place the collider
float ColliderOffsetReverse ; pos units from boat center towards the back of the boat to place the collider
@@ -285,6 +291,8 @@ float ColliderMoveTimer ; current time left to wait before moving the collider a
float CollisionDetectDelay ; how long to wait in seconds at boat startup before checking for collision (default: 2)
float CollisionDetectTimer ; current time left to give for moving the boat away at startup before detecting collision
short CollisionDetectZThreshold ; Z position that the collider must be above to be considered colliding with something
; how close (in units) the collider must be to the expected position to trigger a collision (default: 1.0)
float ColliderPosThreshold
begin GameMode
if (Initializing == 0)
@@ -301,6 +309,11 @@ begin GameMode
SetStage RYB 7 ; init player weight
endif
if (Resetting == -1)
SetStage RYB 51 ; Re-enable boat and attachment refs
set Resetting to 1
endif
set PlayerDistance to BoatRef.GetDistance Player
if (PlayerDistance < RockDistanceThreshold)
if (RockingEnabled == 1)
@@ -308,8 +321,17 @@ begin GameMode
else
set fQuestDelayTime to MediumUpdateRate ; medium processing rate when nearby but rocking is disabled
endif
if (PlayerNearBoat == 0)
; Fix bug with boat disappearing after returning to the boat's cell by disabling all refs and re-enable in
; the next frame
SetStage RYB 50 ; Disable boat and attachment refs
set Resetting to -1 ; re-enable boat and attachment refs next frame
endif
set PlayerNearBoat to 1
else
set fQuestDelayTime to LowUpdateRate ; low processing rate when far away
set PlayerNearBoat to 0
; SetStage RYB 50 ; Disable boat and attachment refs when away
endif
if (TriggerAutoRow == 1)
@@ -508,13 +530,7 @@ begin GameMode
set BoatY to PlayerY + (PlayerCos * SummonDistance)
set BoatZ to PlayerZ
; Disable all the refs first since they need to be disabled and enabled one frame later to appear correctly
BoatRef.Disable
BoatMarker.Disable
Seat.Disable
Chest.Disable
LampLit.Disable
LampUnlit.Disable
Ladder.Disable
SetStage RYB 50 ; Disable boat and attachment refs
BoatRef.MoveTo Player
BoatRef.SetPos x, BoatX
BoatRef.SetPos y, BoatY
@@ -535,13 +551,7 @@ begin GameMode
if (BoatZ < (WaterLevelZ + 1))
set BoatZ to WaterLevelZ + 1
endif
BoatRef.Disable
BoatMarker.Disable
Seat.Disable
Chest.Disable
LampLit.Disable
LampUnlit.Disable
Ladder.Disable
SetStage RYB 50 ; Disable boat and attachment refs
BoatRef.MoveTo Player
BoatRef.SetPos x, BoatX
BoatRef.SetPos y, BoatY
@@ -554,32 +564,18 @@ begin GameMode
; set SummonTimer to SummonTimerDelay ; this delay maybe not necessary
elseif (Summoning == 2)
set Summoning to 0
BoatRef.Enable
BoatMarker.Enable
Seat.Enable
if (ChestPurchased == 1)
Chest.Enable
endif
if (LampPurchased == 1)
if (LampOn == 1)
LampLit.Enable
endif
LampUnlit.Enable
endif
if (LadderPurchased == 1 && LadderDeployed == 1)
Ladder.Enable
endif
SetStage RYB 51 ; Re-enable boat and attachment refs
if (RockingEnabled == 0)
set fQuestDelayTime to MediumUpdateRate
endif
set Resetting to 1
endif
if (LampOn == 1 && LampLit.GetDisabled == 1)
if (LampOn == 1 && LampLit.GetDisabled == 1 && Resetting != -1)
set Resetting to 1
LampLit.Enable
LampUnlit.PlaySound3D SPLFireballFail
elseif (LampOn == 0 && LampLit.GetDisabled == 0)
elseif (LampOn == 0 && LampLit.GetDisabled == 0 && Resetting != -1)
set Resetting to 1
LampLit.Disable
LampUnlit.PlaySound3D ITMTorchHeldExt
@@ -663,10 +659,14 @@ begin GameMode
if (BoatMoving == 2 && CollisionDetectTimer > 0)
set CollisionDetectTimer to CollisionDetectTimer - SecondsPassed
elseif (BoatMoving == 2 && CollisionDetectTimer <= 0 && Collider.GetInSameCell Player && Collider.GetPos z > CollisionDetectZThreshold)
if (RockingEnabled == 0)
set fQuestDelayTime to MediumUpdateRate
set ColliderActualX to Collider.GetPos x
set ColliderActualY to Collider.GetPos y
if (ColliderActualX > ColliderX - ColliderPosThreshold && ColliderActualX < ColliderX + ColliderPosThreshold && ColliderActualY > ColliderY - ColliderPosThreshold && ColliderActualY < ColliderY + ColliderPosThreshold)
if (RockingEnabled == 0)
set fQuestDelayTime to MediumUpdateRate
endif
SetStage RYB 21 ; Collision procedure
endif
SetStage RYB 21 ; Collision procedure
elseif (BoatMoving == 2 && CollisionDetectTimer <= 0 && Collider.GetDead == 1)
; Moving the collider every frame seems to cause the collider to spontaneously die when near land. However, this
; also seems to have many false positives where it dies in open water. Instead of every frame, the script uses
@@ -1119,7 +1119,7 @@ begin GameMode
endif
; Boat rocking animation
if (RockingEnabled == 1 && Dragging == 0 && Summoning == 0 && Grounded == 0 && OnLand == 0 && PlayerDistance < RockDistanceThreshold)
if (RockingEnabled == 1 && Dragging == 0 && Summoning == 0 && Grounded == 0 && OnLand == 0 && PlayerNearBoat == 1)
; Update random variation
if (RockRandomTimer <= 0)
set RockRandomTimer to RockRandomInterval
@@ -1206,12 +1206,12 @@ begin GameMode
endif
endif
if (BoatMoving >= 1 || Dragging >= 1 || Resetting >= 1 || (PlayerDistance < RockDistanceThreshold && (RockZOffset != 0 || RockPitchOffset != 0 || RockRollOffset != 0)))
if (BoatMoving >= 1 || Dragging >= 1 || Resetting >= 1 || (PlayerNearBoat == 1 && (RockZOffset != 0 || RockPitchOffset != 0 || RockRollOffset != 0)))
set ang to BoatAngle
SetStage RYB 12 ; Calculate sin, cos, & tan for boat angle
endif
if (BoatMoving >= 1 || Dragging >= 1 || Resetting >= 1 || (PlayerDistance < RockDistanceThreshold && (RockZOffset != 0 || RockPitchOffset != 0 || RockRollOffset != 0)))
if (BoatMoving >= 1 || Dragging >= 1 || Resetting >= 1 || (PlayerNearBoat == 1 && (RockZOffset != 0 || RockPitchOffset != 0 || RockRollOffset != 0)))
; Transform world pitch/roll to boat's local pitch/roll
set BoatPitchAngle to (RockPitchOffset + DragPitchAngle) * cos + RockRollOffset * sin
set BoatRollAngle to -(RockPitchOffset + DragPitchAngle) * sin + RockRollOffset * cos
@@ -1258,7 +1258,7 @@ begin GameMode
Set ColliderMoveTimer to ColliderMoveFreq
endif
endif
elseif (BoatMoving == 0 && Dragging == 0 && Summoning == 0 && (PlayerDistance < RockDistanceThreshold && (RockZOffset != 0 || RockPitchOffset != 0 || RockRollOffset != 0)))
elseif (BoatMoving == 0 && Dragging == 0 && Summoning == 0 && (PlayerNearBoat == 1 && (RockZOffset != 0 || RockPitchOffset != 0 || RockRollOffset != 0)))
; Apply rocking to stationary boat.
set BoatZWithRock to BoatZ + RockZOffset
@@ -1271,7 +1271,7 @@ begin GameMode
endif
; Update attachments (seat, chest, lamp, ladder) positions and angles both while moving and stationary (if rocking)
if (BoatMoving >= 1 || Dragging >= 1 || Resetting >= 1 || (BoatMoving == 0 && Dragging == 0 && (PlayerDistance < RockDistanceThreshold && (RockZOffset != 0 || RockPitchOffset != 0 || RockRollOffset != 0))))
if (BoatMoving >= 1 || Dragging >= 1 || Resetting >= 1 || (BoatMoving == 0 && Dragging == 0 && (PlayerNearBoat == 1 && (RockZOffset != 0 || RockPitchOffset != 0 || RockRollOffset != 0))))
SetStage RYB 30 ; Calculate seat position and angle
SetStage RYB 40 ; Update seat position and angle