Issue Data
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Issue #23149: Kendall Hospital Elevator
Audio for going from the 6th floor to the 2nd floor...
Plays "going up" should play the audio for "going down" (it never goes down) Plays "ground floor" on reaching 2nd floor. The elevators don't go down to the ground level. (Strange since it's a hospital and the only way to access the elevator is via stairs). Subtitles need to be changed too. |
Related Issues: 25517
I remember noticing those things when I went through there too. Not sure how to fix it though. It could be script related somehow.
FormID: 0021710B (first elevator door); 002170FF (elevator master marker)
FormID: 0021710B (first elevator door); 002170FF (elevator master marker)
Comment #1 Jan 28, 2018 12:47 am
Edited by BlackPete on Jan 28, 2018 1:00 am
That's not an audio issue. The announcer comments are played by starting scenes that live on DNMasterQuest. These scenes are used by any and all elevators in the game.
There are two scenes:
(1) One scene is for the "Going Down/Going Up" audio: this is played when the elevator starts moving
(2) The other scene is played once the elevator stops moving: This let's the announcer say a line that is specific to the destination floor number. There are lines for all destination floor numbers existing in the game, and which line to play is evaluated by checking the bottomFloor and upperFloor properties on ElevatorMasterScript.
The Kendall Hospital elevator has its bottomFloor property set to 1. Incidentally, a line to play for that floor number does not exist, and what the scene appears to fall back to in that case is the "ground floor" line. Changing that property to 2 will fix that issue for this elevator.
The problems with the first scene are coming from inappropriate condition checks on that scene. The conditions may failt to evaluate properly on all elevators, so this is a general issue. I moved it to a separate ticket therefore.
There are two scenes:
(1) One scene is for the "Going Down/Going Up" audio: this is played when the elevator starts moving
(2) The other scene is played once the elevator stops moving: This let's the announcer say a line that is specific to the destination floor number. There are lines for all destination floor numbers existing in the game, and which line to play is evaluated by checking the bottomFloor and upperFloor properties on ElevatorMasterScript.
The Kendall Hospital elevator has its bottomFloor property set to 1. Incidentally, a line to play for that floor number does not exist, and what the scene appears to fall back to in that case is the "ground floor" line. Changing that property to 2 will fix that issue for this elevator.
The problems with the first scene are coming from inappropriate condition checks on that scene. The conditions may failt to evaluate properly on all elevators, so this is a general issue. I moved it to a separate ticket therefore.
Comment #2 Dec 3, 2018 10:34 pm
Edited by Sclerocephalus on Dec 3, 2018 10:35 pm
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