A bit holding up on an update atm (mostly waiting for new map to be finished, so I can include it).
But it should include few tweaks, couple new weapons, smaller version of nightclub, some more tips for new players and a bit more weird stuff like this:
[t]http://bbqfiles.com/u/2014-04-23_00003_5094.jpg[/t]
This is probably the most polished game mode I've ever seen
Welp, even that bosses for RDM are still in todo - I've found a nice way to slowly introduce them one by one:
[media]http://www.youtube.com/watch?v=VH_2P6c9ZYU[/media]
That was awesome! I really enjoyed that, its so polished and shiny!
*Why did I get Hentai suggestions after the video ended..*
i just spent like 10 minutes with my head tilted in the main menu seeing how many server titles you came up with and i'm still getting new ones
kinged
Is it just me or is the hit detection for melee weapons weird? I have to stay right next to the guy to even hit him!
Anyway, rebalanced Axecution a bit:
- Now there are no more weapon pickups. Map based pickups (chairs etc) still spawn and DarkRP kids still have a chance to spawn with melee or as cop kid.
- When there are more than 10 players - one of the DarkRP kids will spawn as server owner, who has to be protected (if axe guy kills him - kids will lose). Amount of players required can be tweaked with "sog_axecution_so_players".
- And also when server owner spawns - axe guy will have an extra shotgun in the car's trunk for a small variation (go with melee or go with ranged at cost of limited ammo).
There seems to be an uncommon problem, happens every now and then, a player spawns with their aiming reticule "stuck", I've experienced it once before, spawned to what was seemingly and aiming reticule stuck outside of the map, and I was stuck facing one way (everything else was working). No lua errors.
This was installed on a vanilla server with no other addons etc, latest workshop version.
Also sucks how the Gmod browser shoves original gamemodes like this at the bottom of the server browser and keeps all the players in ttt/darkrp/prophunt/murder, literally nobody even joins and when they do, they leave because its "too confusing". (I shit you not, it has been said more than I would like to imagine). Such a shame.
[QUOTE=Azza;44814988]There seems to be an uncommon problem, happens every now and then, a player spawns with their aiming reticule "stuck", I've experienced it once before, spawned to what was seemingly and aiming reticule stuck outside of the map, and I was stuck facing one way (everything else was working). No lua errors.
This was installed on a vanilla server with no other addons etc, latest workshop version.
[/QUOTE]
Weird, probably some shit with enabling a mouse cursor. Just updated it a bit (workshop), so check if it is still happening.
Thats hell of a bump, but basically I've added nextbots and shit like that in Random Deathmatch and Axecution, so there is something to kill (or be killed by) even when server has no players.
Axecution now also acts as singleplayer mode.
Also damn pics in op are broken.
Here is full changelog anyway (also contains useful console commands for bots): [url]http://steamcommunity.com/sharedfiles/filedetails/changelog/249207064[/url]
And a few vids (they are a little bit outdated, but you should get the idea):
[media]http://www.youtube.com/watch?v=NO1fCA-pkjA[/media]
[media]http://www.youtube.com/watch?v=m9uscnW8ogU[/media]
This game might just be sick enough (in both the good and the gory way) to detract some of the DarkRP clientele from using /that/ as their main deathmatching game! So well done! Looks excellent so far. (Not being sarcastic, it looks good as a game in itself)
This motherfucking heat...
Kinda a small bump with few things (mostly some stuff for Axecution and a bit of coop testing) that I'm still working on, all wrapped up as Hotline Miami 2 trailer:
[media]http://www.youtube.com/watch?v=ZnuA13Saq7E[/media]
Oh shit.
I joined an empty server with this, getting [i]so much nostalgia[/i].
Anybody remember Stick Arena?
Yeah, I do. I still play it occasionally :P
Me and some friends just played. here's some feedback from them.
Any item 1-hit is bad
Make 1 item that's really OP so that everyone will rush to it and kill each other
Make varying damage items
Make directional sound be based on your screen, not your aim.
[quote]Any item 1-hit is bad[/quote]
To be fair, pretty much everything IS 1 hit in Hotline Miami
[QUOTE=Ott;46102355]Me and some friends just played. here's some feedback from them.
Any item 1-hit is bad
Make 1 item that's really OP so that everyone will rush to it and kill each other
Make varying damage items
Make directional sound be based on your screen, not your aim.[/QUOTE]
Well, HM is 80% consisting of 1 hit kill
That is a one huge bump.
In short: I've added the 4 player coop/survival gametype, that I've been reworking numerous times to the point, where I was almost about to scrap it completely. It can be accessed by pressing F3 in-game.
What is in it:
- It's softcapped at 4 players, since there is one character per one player and not to mention performance/amount of bots compared to the size of map. Pretty much this is a gametype for killing shit with 1-3 friends together.
- It's PVE only. I had an idea of adding rest of the players to the opposite team, but by the time I've been remaking this gametype again - it was just a leftover and a bad idea. You still have Axecution gametype that allows PVP/PVE.
- There are no difficulty options (except for [I]"sog_nemesis_bot_multiplier"[/I] convar), because amount of bots is based on amount of players * size of the map. So be careful, if you wanna play around with this convar (default value is 0.2, I think).
- 6 waves and a bunch of new enemy types compared to other gametypes. Guys with sleek and sexy shields, thugs and a small miniboss on the last wave, who is totally not a Niandra.
- Slightly different mechanics of respawning for enemies. When you die - you instantly respawn and you dont lose the wave progress, except that EVERYONE you've killed - will respawn again. This applies for each player.
- Separate music playlist, because why not.
- You can dual-wield almost any gun as one of the characters, because dual-wielding is cool.
Here is the small trailer as well:
[video=youtube;Apbm1IrmZgU]http://www.youtube.com/watch?v=Apbm1IrmZgU[/video]
As for the future updates (aside from bugfixing etc) - no promises. At least yet.
Super huge bump, because I've almost finished small story mode, that some people have been asking for, so in short:
- It's singleplayer-only.
- You might need to get additional maps, but the gamemode will let you know if you miss any.
- 24 levels (or scenes) across 6 acts
- Some new playable characters.
- You can play as bad guys.
- There are even bosses, that originally didn't made it to the gamemode.
- More music.
- Might contain sharp edges.
- And no scoring system.
Hopefully it should be out in a few days (just gonna finish up some things and playtest it a little bit more), so here is some new media for now:
[media]https://www.youtube.com/watch?v=iYQfletiyNw[/media]
[t]http://images.akamai.steamusercontent.com/ugc/365155921116680672/B0E9A5901D14BD68BF31B2CE5524A9804A4826FA/[/t][t]http://images.akamai.steamusercontent.com/ugc/401180373440966646/81BF3F47AD78B8F98C71514C82999014AD254B6C/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/395547605773342493/460B3E0CA8D73176CC9849773673FD83FF0C1A46/[/t][t]http://images.akamai.steamusercontent.com/ugc/433823127631785145/AFC8B8760B4004042412BE7AEB45474A8725C64D/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/402304434822346277/EF8312A201DE78A32330BED4C22A2E38F66D83E4/[/t][t]http://i.imgur.com/vOTxjKg.jpg[/t]
This is honestly amazing, and I'm a huge hotline miami fan :)
Good work and keep it up
Aaaand story mode is out. You should be able to access it by starting gamemode in singleplayer and punching the "Story Mode" button.
Quick link to the gamemode just in case: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=249207064[/url]
Just a reminder, remember to get the fonts for gamemode from here: [url]https://www.dropbox.com/s/qq8a5izxrkk6ed4/fonts.zip[/url] (here is another non-dropbox link, just in case: [url]https://my.mixtape.moe/ufxnmo.zip[/url] )
Helped test story mode. Was amazing.
Probably first time I've seen what-feels-like-a-complete-singleplayer-game inside GMod.
[editline]12th January 2016[/editline]
Also I see Necro didn't link this yet, but here's the "full soundtrack" of the story mode: [url]https://soundcloud.com/necrossin/sets/the-end[/url]
An amazing, compelling story that will make you rethink your view on life.
The story mode is very cool, but the gameplay is not exactly one hundred percent polished.
I would have enjoy the shit out of it, if not for this:
- Melee doesn't work half of the time. Even HM2, which IMO was a step back compared to original, had more forgiving melee, allowing to bash several enemies at once. And it actually worked 100% of time(as in, reliably killing enemies). Everyone caught in swing should get their shit thoroughly wrecked. Of course, bots have zero problem hitting you at all times. That garage level had me reaching for console, once again.
- That, coupled with poor range on that gun+melee character is really frustrating. You just can't use melee with gun. Even the first enemy with melee on the first level will kill you 9 out of 10 times. At least you can throw regular melee weapon, which is OP as fuck (Even in hands of bot!) for some weapons and preferable to usual melee swings.
- Z-Level Clips. It's hard to understand that I'm really standing on balcony, when the rendering is done in Orthographic mode, though it's more of a mapper's fault for not telegraphing that there's some obstacle/dropoff. Could've had some fancy railing after all...
- I couldn't do that dual boss fight legit. Just couldn't pick up damn scratchpad even though it was lit up as a weapon and I stood right on top of it. Every time it was thrown. Also, infinite ammo on that second guy's shotgun is a low blow. Had to force-feed these bastards a missile and, subsequently, during next attempts to do this legit, frag nades. (You can have rpg selected via "impulse 101; use weapon_rpg", spams console to death though); One of attempts had that scratchpad flying in central inaccessible area, locking me out from progression, could have used some func_vphysics_clip to prevent that from happening. This is frustrating enough fight as it is, not counting not-being-able-to-pick-up-scratchpad bug, of course.
- There's a missing (decal?) texture on devnull level(CSS, EP1, EP2 and TF2 are mounted!): [url]http://images.akamai.steamusercontent.com/ugc/545300541448503574/9721896A0E17A8779F04AE13132825311CBF9054/[/url]
- Apparently after bossfight all burrow effects re-appear: [url]http://images.akamai.steamusercontent.com/ugc/545300541448743225/42689AD1853ED4277C9D82DC43867A01418EF387/[/url]
- 'Face' boss attack cannot be dodged when moving up at full speed, is that intended?
- There were some rare crashes, but I couldn't pinpoint exact reason. Probably nextbots being nextbots.
- Execution attacks will sometimes leave you stuck in the wall with completely no way out. Reset button/hull checks would come in handy!
- Cough episode did not really have any substantial resolution. I expected hordes of zombie spasming things storming some house with moans "Vinh'll fix it!", and someone popping out and shouting "Here's your vaccine!" before peltering them with lead. Instead it just sorta abruptly ends.
- Last level is so RNG-heavy with spawns it's not even funny.
On a flipside:
- That devnull level had buildup so perfect, so tense, I was even kinda somewhat disappointed with bossfight being rather easy, conventional, and not having anything to do with spooky bloody torture room of spookyness.
- When it hit me what it actually was, Facecam thing made me laugh so hard I couldn't play for a while. And it does grow with time, and doesn't reset over death, which may pose some problems to more methodical players.
- The more obscure references to HM (weird killer/death personification thing) and HM2 (flipped levels are harder) are pretty neat.
Overall I enjoyed it but had to reach for console and lua quite a few times, be it nextbot being too cheesy, or just plain softlock.
[QUOTE]The story mode is very cool, but the gameplay is not exactly one hundred percent polished.
I would have enjoy the shit out of it, if not for this:
- Melee doesn't work half of the time. Even HM2, which IMO was a step back compared to original, had more forgiving melee, allowing to bash several enemies at once. And it actually worked 100% of time(as in, reliably killing enemies). Everyone caught in swing should get their shit thoroughly wrecked. Of course, bots have zero problem hitting you at all times. That garage level had me reaching for console, once again.
- That, coupled with poor range on that gun+melee character is really frustrating. You just can't use melee with gun. Even the first enemy with melee on the first level will kill you 9 out of 10 times. At least you can throw regular melee weapon, which is OP as fuck (Even in hands of bot!) for some weapons and preferable to usual melee swings.[/QUOTE]
Agreed there, melee is patchy as shit and i frequently end up in jousting matches with bots ie taking 2-3 passes at them before i manage to score a hit
weapon balance atm is guns > throwables > literal ass cancer > melee
[QUOTE]- Z-Level Clips. It's hard to understand that I'm really standing on balcony, when the rendering is done in Orthographic mode, though it's more of a mapper's fault for not telegraphing that there's some obstacle/dropoff. Could've had some fancy railing after all...[/QUOTE] mapper's fault for not into orthographic projection
[QUOTE]- I couldn't do that dual boss fight legit. Just couldn't pick up damn scratchpad even though it was lit up as a weapon and I stood right on top of it. Every time it was thrown. Also, infinite ammo on that second guy's shotgun is a low blow. Had to force-feed these bastards a missile and, subsequently, during next attempts to do this legit, frag nades. (You can have rpg selected via "impulse 101; use weapon_rpg", spams console to death though); One of attempts had that scratchpad flying in central inaccessible area, locking me out from progression, could have used some func_vphysics_clip to prevent that from happening. This is frustrating enough fight as it is, not counting not-being-able-to-pick-up-scratchpad bug, of course.[/QUOTE]
GIT GUD my man, that fight was easy
[QUOTE]- There's a missing (decal?) texture on devnull level(CSS, EP1, EP2 and TF2 are mounted!): [url]http://images.akamai.steamusercontent.com/ugc/545300541448503574/9721896A0E17A8779F04AE13132825311CBF9054/[/url][/QUOTE] Mapper's fault again
[QUOTE]- Apparently after bossfight all burrow effects re-appear: [url]http://images.akamai.steamusercontent.com/ugc/545300541448743225/42689AD1853ED4277C9D82DC43867A01418EF387/[/url]
- 'Face' boss attack cannot be dodged when moving up at full speed, is that intended?[/QUOTE]
That master fight is pretty buggy all round, needs a little more polishing
[QUOTE]- There were some rare crashes, but I couldn't pinpoint exact reason. Probably nextbots being nextbots.[/QUOTE] or gmod being gmod
[QUOTE]- Execution attacks will sometimes leave you stuck in the wall with completely no way out. Reset button/hull checks would come in handy![/QUOTE] never had this happen myself, an unstuck function couldnt hurt though
[QUOTE]
- Cough episode did not really have any substantial resolution. I expected hordes of zombie spasming things storming some house with moans "Vinh'll fix it!", and someone popping out and shouting "Here's your vaccine!" before peltering them with lead. Instead it just sorta abruptly ends.
- Last level is so RNG-heavy with spawns it's not even funny.
On a flipside:
- That devnull level had buildup so perfect, so tense, I was even kinda somewhat disappointed with bossfight being rather easy, conventional, and not having anything to do with spooky bloody torture room of spookyness.
- When it hit me what it actually was, Facecam thing made me laugh so hard I couldn't play for a while. And it does grow with time, and doesn't reset over death, which may pose some problems to more methodical players.
- The more obscure references to HM (weird killer/death personification thing) and HM2 (flipped levels are harder) are pretty neat.
Overall I enjoyed it but had to reach for console and lua quite a few times, be it nextbot being too cheesy, or just plain softlock.[/QUOTE]
^ all of the above
[QUOTE=legendofrobbo;49531880]
GIT GUD my man, that fight was easy
[/QUOTE]
No amout of skill can save you from bugs, unfortunately.
I couldn't pick up thrown scratchpad weapon no matter what I did. And yes, I specifically tested that with godmode on several times, restarted map and gmod(just to be extra sure it's not one of those bugs when physics breaks the fuck down and won't fix itself until complete restart). It just wouldn't pick up no matter what. Other thrown-weapon fights worked fine, though. Also, bots sometimes cannot pick up thrown weapons and just freeze over it/circle in place like crazy(Hello, HM2 heatseeking tornado dogs). Implement radius hack for pickup after certain timeout?
Gonna be a lot of quotes, so here we go:
[QUOTE=krassell;49531161]
- Melee doesn't work half of the time. Even HM2, which IMO was a step back compared to original, had more forgiving melee, allowing to bash several enemies at once. And it actually worked 100% of time(as in, reliably killing enemies). Everyone caught in swing should get their shit thoroughly wrecked. Of course, bots have zero problem hitting you at all times. That garage level had me reaching for console, once again.
- That, coupled with poor range on that gun+melee character is really frustrating. You just can't use melee with gun. Even the first enemy with melee on the first level will kill you 9 out of 10 times. At least you can throw regular melee weapon, which is OP as fuck (Even in hands of bot!) for some weapons and preferable to usual melee swings.
[/QUOTE]
Yeah, I'm totally aware of current melee situation and people's feedback regarding it, so I'm still experimenting with the melee hit area and shit (that also includes a guy, who wields axe and a gun).
[QUOTE=krassell;49531161]
- Z-Level Clips. It's hard to understand that I'm really standing on balcony, when the rendering is done in Orthographic mode, though it's more of a mapper's fault for not telegraphing that there's some obstacle/dropoff. Could've had some fancy railing after all...
[/QUOTE]
Can't really do much about that, since it's mapper's decision + the way how map will look like in ortho mode.
[QUOTE=krassell;49531161]
- I couldn't do that dual boss fight legit. Just couldn't pick up damn scratchpad even though it was lit up as a weapon and I stood right on top of it. Every time it was thrown. Also, infinite ammo on that second guy's shotgun is a low blow. Had to force-feed these bastards a missile and, subsequently, during next attempts to do this legit, frag nades. (You can have rpg selected via "impulse 101; use weapon_rpg", spams console to death though); One of attempts had that scratchpad flying in central inaccessible area, locking me out from progression, could have used some func_vphysics_clip to prevent that from happening. This is frustrating enough fight as it is, not counting not-being-able-to-pick-up-scratchpad bug, of course.
[/QUOTE]
That's weird, never had this issue where you could not pick up a weapon. I'm only aware of similar bug when sometimes bots are not able to pick up a weapon that they are standing on top of (going to look into it, since it is collision issue between bots and weapons).
[QUOTE=krassell;49531161]
- There's a missing (decal?) texture on devnull level(CSS, EP1, EP2 and TF2 are mounted!): [URL]http://images.akamai.steamusercontent.com/ugc/545300541448503574/9721896A0E17A8779F04AE13132825311CBF9054/[/URL]
[/QUOTE]
Mapper's fault, but I'm not sure why this texture works for me for some reason.
[QUOTE=krassell;49531161]
- Apparently after bossfight all burrow effects re-appear: [URL]http://images.akamai.steamusercontent.com/ugc/545300541448743225/42689AD1853ED4277C9D82DC43867A01418EF387/[/URL]
[/QUOTE]
It's intended to be this way, since these things are decals. I might change it to be only drawn when his attacks are active.
[QUOTE=krassell;49531161]
- 'Face' boss attack cannot be dodged when moving up at full speed, is that intended?
[/QUOTE]
Gonna look into it, there might be some wrong positioning between his head and actual damage area.
[QUOTE=krassell;49531161]
- Execution attacks will sometimes leave you stuck in the wall with completely no way out. Reset button/hull checks would come in handy!
[/QUOTE]
Can you specify on which map/level and with which enemy that happens? There is a code that should move you a bit if you are too close to a wall, when executing, but still.
[QUOTE=krassell;49531161]
- Cough episode did not really have any substantial resolution. I expected hordes of zombie spasming things storming some house with moans "Vinh'll fix it!", and someone popping out and shouting "Here's your vaccine!" before peltering them with lead. Instead it just sorta abruptly ends.
[/QUOTE]
This level itself acts as a prelude/foreshadowing to what is going to happen during GMod Power Resort Center level (it also is heavily hinted during cutscene before level starts). So that name is intentional, even that there is no *cough* stuff on the level itself.
[QUOTE=krassell;49531161]
- Last level is so RNG-heavy with spawns it's not even funny.
[/QUOTE]
That's one of the downsides, but at same time it the only way to get the level to work properly, instead of spawning everything at only one area (aka if you start moving aroud the map, etc)
Oh and, there is no unstuck button atm, since I wanna pretty much eliminate all cases where you can get stuck, which is currently only from executions (apparently). You can still restart level via in-game menu (F1 button).
Hope that clears up some things :v:
[QUOTE=grobov13;49535781]
Can you specify on which map/level and with which enemy that happens? There is a code that should move you a bit if you are too close to a wall, when executing, but still.
[/QUOTE]
I had that happening in several levels, can't really specify which ones, but it followed common scenario: I did a knockdown a regular kleiner guy enemy, and he fell towards the wall, assuming what I recognized as a zombie slump animation (The one where it leans on the wall) but not being strictly perpendicular to wall. After that I approached and started the execution sequence, which got me stuck in the wall. It's not a full-fledged interpenetration (ie, halfway into the wall), it was more like a tiny bit of player's 32x32x72 bbox got slightly stuck on scenery/wall.
In fact, now that I think about it, I managed to get stuck in the walls mostly going from south to north (towards the top of the screen), but that may just be a coincidence.
[QUOTE=grobov13;49535781]
This level itself acts as a prelude/foreshadowing to what is going to happen during GMod Power Resort Center level (it also is heavily hinted during cutscene before level starts). So that name is intentional, even that there is no *cough* stuff on the level itself.
[/QUOTE]
Uh, I meant the actual resort level, I kinda thought it all was supposed to serve as a small "cough" arc. But it sort of ends abruptly with no elaboration, jumping straight to garry. The whole storyline in itself is pretty cool, and that sudden jump threw me for a loop there.
But in my humble and likely irrelevant opinion, for it to be a complete gmod experience, there have to be small armies of c+p skids, paid cheats that people use to ruin everyone's fun('cheating' boss, anyone?) and their subsequent leaking and drama, cheater doxxing, griefer communities, game-breaking exploits(though cough kinda covers that), sexposes of course, faulty anticheats and admin plugins, backdoored addons, abusive admins, weird fetish RP servers, NSFL sprays, etc...
It all fits surprisingly well in the spoiled, rotten, sin-city-esque setting you created there.
[QUOTE=grobov13;49535781]
Oh and, there is no unstuck button atm, since I wanna pretty much eliminate all cases where you can get stuck, which is currently only from executions (apparently). You can still restart level via in-game menu (F1 button).
[/QUOTE]
I was talking about quick level restart/suicide+respawn button. Pretty much anyone trying to chain the whole level in one combo(HM-style!) will find that immensely useful.
Changed some stuff in code that is supposed to prevent you from getting stuck in executions, so I need confirmations if it's still possible to get stuck.
Also I kinda reworked melee (with a nice help of Kilburn) to be cone shaped, and melee hit area should last for a few frames now:
[t]http://images.akamai.steamusercontent.com/ugc/365156556357577582/422E7CA27C1362A4F14E0C63212596D9FE68E5B1/[/t]
[vid]https://my.mixtape.moe/xtvgyf.webm[/vid]
These changes are now on workshop, by the way.
Another small bump:
I thought some people might be interested (or not) in trying out the editor, that was originally made to make the story mode, so here is small preview of it:
[media]https://www.youtube.com/watch?v=x7eJNoqXb30[/media]
[B]How to enable it:[/B]
Start up Slave of GMod in singleplayer, type [I]sog_editor_test 1[/I] in console and then change your map to any sog_ map. You should be able to see editor button in menu.
[B]Some things that you CAN do with editor:[/B]
Not so complicated levels.
Add music/ambient for the level.
Custom level name, which character or characters should be playable.
Some loading screen manipulation (fancy effects like normal/red background, blood effect).
Level effects (thunder on background, upside down view, [sp]mild and wild effect from paid addons[/sp] (spoilered just in case if you have not played story mode).
Stuff like adding a vehicle, weapons on the map (or even remove default weapons from the map). No custom objects like props, tho.
Dialogue editor (not the cutscene editor).
Trigger system, that is messy and requires you to place things in specific order (I might make another video later, showing some examples).
Ability to test your scene any time, just by pressing "Test Scene" button. If you want to return to editor - press F1 and click "Back to editor" button.
Place nextbots, set their weapon/behavior/idle animations and few more things. You can even make some allies to help you out on a level.
[B]Things that editor CAN NOT do:[/B]
Change level name/characters/music more than once (but that is just me being lazy, so I need to get my shit together and fix this).
Make cutscenes/dialogues that happen BEFORE level. This is because they were done pretty much in sandbox and in really hardcoded way.
Multiple areas/floors obviously.
Campaigns and chained levels (aka play scene X after scene Y).
Magically fix bosses, so they will work on any scene you make. The bosses are hard coded for the most part (some even hardcoded to the specific map).
[B]Where it's gonna save my scenes to?[/B]
[I]data/slaveofgmod/savedscenes/...[/I]
You can edit level name (make sure to rename file too), and some few things, that you can't edit in editor.
[B]Are there gonna be more features to editor?[/B]
No idea so far (aside from possible level name/stuff fixes).
Just a reminder, until the new GMod update comes out - you need to use dev branch, otherwise nav meshes wont work and bots will stand still.
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