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fixed some syncing issues
fixed weird behaviour when skip cutscenes is enabled
disabled titans spawning on training difficulty
removed some of the objects without collision near the civilians
- edits to the colossal titan healthbar
- added titan and civilians health indicator on the top
- fixed hand healthbar not filling correctly
- removed weather cycle
@AutumnThyme
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Remove the text from the hand healthbars and make them smaller so that they fit within the bounds.
{288D0492-AC1C-44D0-8C28-FFAB2B7A082B}

Also did you test if everything is synced properly over multiplayer now? If not I'll need to check it out when I have some time.

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Need some explanations on things and small changes but overall looks good.

spawnPosition = Vector3(0, 8, 755);
startRotation = Vector3(0, 180, 0);
Game.SpawnEffect("ColossalSpawn", Vector3(0, 150, 765), Vector3(-90, 0, 0), 5.0);
wait 2.5;
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Colossal still seems to attack before players have spawned in, I think it would be best for him to be inactive until the first player spawns.

if (_steamState != ColossalSteamState.Off && IsMine())
{
ApplySteamState(ColossalSteamState.Off);
photonView.RPC(nameof(SetSteamStateRPC), RpcTarget.Others, new object[] { (byte)ColossalSteamState.Off });
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We should try to avoid this pattern and instead sync to all including owner so that all logic is centralized when state changes occur.

MoveToEnemy();
}
if (distance < _moveToRange || !_moveToActive || (_moveToExact && _moveToTimeout <= 0))
else if (distance < _moveToRange || !_moveToActive || (_moveToExact && _moveToTimeout <= 0))
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What does this change do/fix? I need to be semi-concerned about any AI changes or acros will yell at me.

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Reason titans weren't attacking targets is because the MoveToEnemy() right above was being overriden by the rest of that else-if chain, so the AIState never left 'MoveToPosition' making them not being able to attack anything. That else actually used to be there before but i believe it was removed by mistake on 902cc89

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If you're seeing the behavior is now fixed, its all good. My bad on removing that, I think it had to do with something related to moving to targets while still allowing them to attack but I think this will just force a small delay for the state change when that happens now which is less problematic than the other issue.

{
self._colossal.AttackSteam();
#UI.SetLabelAll("TopCenter", "<b><size=28><color=#008000>Colossal Hand: </color>" + self._colossal.HandHealth + "</size></b>");
if (self._colossal.LeftHandHealth <= 0 && self._colossal.RightHandHealth <= 0)
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Honestly I partially wanted this logic C# side in the colossal's state timer since we will also be adding in the head lower/stun animation, but we can also just play it via cl here. I still haven't found a good way to expose this system to cl other than swapping between toggling it fully off and then overriding behavior. Feel free to leave for now but I want this goal noted down.

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2 participants