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If a digger is brought to <50% health he begins to flee. Instead of running away he is following the player.
Problem is that AI_Wait in script loop is interrupting the turning process, causing this weird behavior. In vanilla it looks like fleeing is following the waynet and using same logic as npc going to a different location. A solution could be to handle fleeing in Npc::implGoTo where it's currently a nop.
if(go2.flag==GT_Flee) {
// nop
}
The text was updated successfully, but these errors were encountered:
If a digger is brought to <50% health he begins to flee. Instead of running away he is following the player.
Problem is that
AI_Wait
in script loop is interrupting the turning process, causing this weird behavior. In vanilla it looks like fleeing is following the waynet and using same logic as npc going to a different location. A solution could be to handle fleeing inNpc::implGoTo
where it's currently a nop.The text was updated successfully, but these errors were encountered: