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motorsep's avatar
motorsep
Start Partner
5 months ago

NPCs in Chop'n Pop don't work - why?

I wanted to try having NPCs as in good ol' school games - no waves, just preposition them on the level to spawn on start. Followed the docs. It doesn't seem to work at all. Video below illustrates the issue. What am I doing wrong?

https://www.youtube.com/watch?v=JO5FUw0UigI

7 Replies

  • Isn't ZombieBrain one of the scripts? Also, fiddling can have hard to notice issues so answering questions can be tricky. When in doubt, I'll just delete a world and try again. Eventually I'll learn to incorporate versioning controls.

     

  • So, no ideas? I grokked a simple AI NPC to make sure it's not me and got the same issue (video below)

    Video: https://www.youtube.com/watch?v=vyDxS2IP6VE

    • motorsep's avatar
      motorsep
      Start Partner

      Ok, so I added a capsule primitive to the scene and made it child of the NPC. Added it to the list on the properties in the Editor's UI (collider) - error is gone. However, NPC is still acting the same as seen in the video in my OP.

    • motorsep's avatar
      motorsep
      Start Partner

      My bad, had errors:

      Failed to call method 'start' on script component instance: TypeError: Cannot read properties of undefined (reading 'id')
          at ZombieBrain.Component.connectNetworkEvent [as connectNetworkEvent] (file://horizon/horizon/core/HorizonCore.js:8434:140)
          at ZombieBrain.NpcAgent.Start [as Start] (NpcAgent.ts:84:9)
          at ZombieBrain.Start (ZombieBrain.ts:153:15)
          at ZombieBrain.Behaviour.start [as start] (Behaviour.ts:39:9)

       

    • motorsep's avatar
      motorsep
      Start Partner

      I believe there are no errors in the console, but I'll double check later today.

  • I'd really like to figure this out to move forward with the project 🙏