Closed waxcatape closed 2 years ago
This is more or less a known and more general issue. I swear I saw it reported already in the past but I can not find the issue I am looking for. Let us say you stumble upon a pack of dogs in the woods. A zombie emerges from the bushes. The dogs become hostile. Being hostile is currently a binary state so either the critter is peaceful and will not attack you or it will attack everything.
I have noticed dogs doing this but I chalked it up to dogs becoming distrustful or defensive. The worst thing with the turrets is, even their own friendly fire triggers hostility, which I would find hilarious if I didn't have a pack of zombie cows to deal with. Do I close the issue then?
I lured a bunch of zeds and a couple mosquitoes to the plated turrets and after killing everything else, they chose me as a hostile RIP new playthrough.
I didn't post it because I'm sick of having leah police my posts but yeah, this happens and sucks when it does.
I had stolen a few items (they were in the box of my golf cart) and was not sure if that was involved, but it was totally unexpected to be shot down by the turrets just because mass grave spawned right next to that faction base.
Since it looks like I've been appointed deputy in these parts (ironically, only by the person who's complaining about it), it seems I'd better weigh in.
@coyo7e I don't have a problem w/ your posting new issues. But I do see it as problematic when you post issues w/out searching 1st, when you hijack threads by bringing in feature requests only tangentially related, & when you deride contributors for not working fast or good enough.
Here, you've essentially come in and said, "Yeah, happened to me too. Sucks. Also, Leah sucks." This is after NetSysFire explained why the issue's happening. Ask yourself: is this advancing the progress of this game's development?? Would it be more helpful if every1 who's experienced this issue commented something along the same lines, adding no more nuance than the OP??
I mean, try not to take it personally because I'd level these concerns @ any1 doing these things. But you need to accept some accountability for your own behavior. I'm sure this isn't the 1st time you've heard something like this & @ some point you have to take a look @ yourself as the cause of this response.
@LeahLuong Please do not ping me. Your posts are unfriendly and unwelcome, and I'm sorry that this is even something I have to bring up because I assumed a normal person would move on.
@coyo7e you need to drop this, I've reviewed the recent issues where you both posted, and while @LeahLuong could stand to tone things down a little (https://github.com/CleverRaven/Cataclysm-DDA/issues/54684#issuecomment-1019413592 was a bit much, "consider posting in #54625", and leaving it at that would have been prefferable), you are the only one that seems to be picking a fight. Bringing up things that happened in other issues is not ok. Blaming your behavior on other people is not ok. Namecalling (https://github.com/CleverRaven/Cataclysm-DDA/issues/54684#issuecomment-1019526865) is very much not ok.
If you can not maintain civility with someone, there is a block feature, though I can't vouch for how functional it is.
The forge borns from the Magiclysm mod also turn hostile when attacked by zeds.
Since this "is more or less a known and more general issue," should this thread be moved into Discussions??
How difficult would implementing the solution in "Expected behavior" (above) be??
I got this issue today but with an extra condition to reproduce. I've got inside the Artisan's house without problem, turrets weren't aggressive to me.
Then I lured a Shocker close to them, they shoot them down for me, as soon as I stepped into the tile the Shocker corpse was, I got "Hostile detected" message, I moved away of the tile, and they didn't shoot, I got over the tile again, same message, skipped a turn on and they shot me...
In my case, it seems the tile with the corpse of the Shocker is making the turret agro to me.
I did another test: I moved the corpse to another tile with Advanced Inventory. Moved to that tile nothing happened, moved to the tile where the Shocker was killed even if it had no items and they wanted to shoot again. Something changed with the state of the tile after they killed the Shocker that makes the turrets go agro to the player.
Leaving info here in case it helps to debug it:
Save: 02-26 World.zip
Just move one step to the right (to the tile with the corpse) to reproduce it.
Info:
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not \'bump\' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.
Excited to see this, this has been an issue for DinoMod forever. The way it works there is a goose or beaver or something will decide to attack a pack of sauropods, those will aggro, and then they'll all attack the player. It's interesting but it makes no sense
So, I think the "accessible and acceptable for stable" way to solve this would be to differentiate "aggro to everything", "aggro to monsters" and "aggro to characters" as separate states. That's a nice intermediate to being able to allow complex monsters to store aggro against particular factions and individuals, and in the meantime will solve the vast majority of cases of inappropriate aggro.
I think this may be closed now
Describe the bug
The custom plated turrets belonging to artisans start attacking the player if a third party attacks them.
Steps to reproduce
Expected behavior
The turrets should only become aggressive to hostile monsters or whatever faction doing the actual attacking.
Screenshots
No response
Versions and configuration
Additional context
No response