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[227g_31] Nalis act wierd

Posted: Thu Jun 24, 2010 4:02 pm
by Age
If I shoot a single nali and there is more nalis around it, only the shot nali becomes afraid. It used to make all nalis in fear.

How to do:
1. summon nalis (like 10)
2. shoot one

EDIT: Same with cows
EDIT2: Same with any pawn with AttitudeToPlayer Attitude_Friendly. They just ignore their teammates.

Re: [227g_31] Nalis act wierd

Posted: Sat Jun 26, 2010 4:26 pm
by Leo T_C_K
Yeah I noticed this as well. Although you see, no longer happens that annoying problem when you shoot yourself, nalis won't fear you. Or if trigger damages you.

The only problem i noticed is that sometimes nali doesn't follow alarmpoints properly if it has also some patrolpoints.

Re: [227g_31] Nalis act wierd

Posted: Sat Jun 26, 2010 7:08 pm
by Smirftsch
dots fixed now with the behavior. What is it with the patrol points?

Re: [227g_31] Nalis act wierd

Posted: Sat Jun 26, 2010 7:53 pm
by Leo T_C_K
dots fixed now with the behavior. What is it with the patrol points?
Well, if nali is set to have some partol points, plus is set to alarmpoints and requires player to follow, he can get stuck, at least that happened to me, he required me to follow him, but when he has hit the first alarmpoint he just started standing there and doing nothing, not running to the next alarmpoint. not sure what causes it.

Re: [227g_31] Nalis act wierd

Posted: Sun Jun 27, 2010 8:41 am
by Age
Theres also something wrong with Scriptedpawn StakeOut and/or Hunting state.
Like they never want to go the postion where they have last seen their target (LastSeenPosition).
This happened in 227f also.

Compared 226f and 227g_31.


And no, this didn't happen only with brutes.

Re: [227g_31] Nalis act wierd

Posted: Mon Jun 28, 2010 10:14 am
by Pyro
well age, would you try to chase someone through a rock wall?

Re: [227g_31] Nalis act wierd

Posted: Tue Jun 29, 2010 5:56 am
by Hyper
well age, would you try to chase someone through a rock wall?
+1 (Intelligent remark of the day)

Re: [227g_31] Nalis act wierd

Posted: Tue Jun 29, 2010 8:23 am
by Skw
Atleast monsters should go check the spot where player disappeard into wall and be like "WTF??" and then CSI Miami theme starts.

Re: [227g_31] Nalis act wierd

Posted: Tue Jun 29, 2010 3:03 pm
by Rob-Bot
it makes more sense that way. The 226v didn't look right when monsters just run into the wall non-stop.

Re: [227g_31] Nalis act wierd

Posted: Tue Jun 29, 2010 5:06 pm
by Bleeder91[NL]
still, I think it would be better if they would just give up and start wandering around.

Re: [227g_31] Nalis act wierd

Posted: Tue Jun 29, 2010 8:48 pm
by Leo T_C_K
Well they should be still focused at that point at least, or the ignore and wander when they don't see player should be optional, maybe only if a mapper sets it that way.

Re: [227g_31] Nalis act wierd

Posted: Tue Jun 29, 2010 10:33 pm
by GreatEmerald
I'd say they should:
- move to the last *pathnode* they saw the player being close to.
- if they don't see or hear the enemy, do either: a) start wandering around, or b) go back to where they were and continue the patrol duty.

Re: [227g_31] Nalis act wierd

Posted: Fri Jul 02, 2010 6:17 pm
by Leo T_C_K
I'd say they should:
- move to the last *pathnode* they saw the player being close to.
- if they don't see or hear the enemy, do either: a) start wandering around, or b) go back to where they were and continue the patrol duty.
But it is not about what they should, the behavior should be as close to original, maybe with optional features, for mappers to decide, or for you to decide, if it was configurable somewhere.
That was the point Ageukkeli was trying to make i beleive.

Re: [227g_31] Nalis act wierd

Posted: Fri Jul 02, 2010 11:28 pm
by PRIMEVAL
well age, would you try to chase someone through a rock wall?
Lol! That's great XD

Re: [227g_31] Nalis act wierd

Posted: Sat Jul 03, 2010 9:08 am
by Age
Its all about this:

with paths
http://img13.imageshack.us/i/brutes.png/

without paths
http://img248.imageshack.us/i/brutes2.png/

They never go to LastSeenPosition (red circle)

ps. It looked funny when they chased someone through a wall.

Re: [227g_31] Nalis act wierd

Posted: Thu Jul 08, 2010 8:23 pm
by GreatEmerald
Oh, in that case they do work as intended. Would you want to try and chase someone down, even though the enemy is not on any path you have explored and might just be a distraction for you? :D