#21679 Enemies should not follow invisible characters until they stop
ChildofBhaal599
Member Posts: 1,781
I am not even sure how this happened. The enemies quite clearly went to the location of my character, the leader of the party in my MP game, and kind of just surrounded him. They clearly couldn't see and hit him, they just circled him and trapped him. I can't tell if it is a bug, but I can't think of how it happened.
Anyway, I don't have a good save for testing if you ask. I didn't think of it at the time. Did take a picture of the situation, though.
Anyway, I don't have a good save for testing if you ask. I didn't think of it at the time. Did take a picture of the situation, though.
Post edited by Gate70 on
2
Comments
The responsible script blocks are
1. GPMERC.BCS (around line 350):
IF OR(2) !Allegiance(LastSeenBy(Myself),GOODCUTOFF) !See([GOODCUTOFF]) Range(Player1,40) THEN RESPONSE #100 MoveToObject(Player1) END
2. GPMAGE2.BCS (around line 470):
IF !Allegiance(LastSeenBy(Myself),GOODCUTOFF) !See([GOODCUTOFF]) THEN RESPONSE #100 MoveToObject(Player1) END
You can replace "MoveToObject(Player1)" by "RandomWalk()" or "NoAction()" to make them behave more naturally.
"I don't know what you're talking about, there's no one here, where's that voice coming from? OOoooooo..."
"We can wait all day, Smelly-Face."
Raised as a feature and see what happens.
Thanks