Exiting from successful athletics check breaks stealth
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Server Version: v6867
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Time: https://www.timeanddate.com/Issue Description:
Climb, longjump and similar checks break stealth when you "exit on the other side (successful check)" -
@Zool is there a possible fix to this, or is it a nwn feature we cannot get around when using objects?
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Not sure, there are several things that auto break stealth by clearing your modes.
I think ClearAllActions() may do it... and this -might- be required to make sure the jump happens (it uses an "action" to teleport you - so you don't want that action to be overriden)
This would need some testing and looking at, I'm not entrely sure, but it may be possible to resolve with some fiddling.
A REALLY dirty fix would be to temporarily add hide in plain sight and force stealth them if they were stealthed - there would still potentially be a moment when they unhide thouhg so not sure how useful that would be considering the possible buggyness of it.
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Executive decision. Using these checks should break stealth. Closing
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