Originally posted by **ubertpendragon** April 24, 2024
### Disclaimers
- [X] I have searched the issue tracker to check if the issue has already been reported.
- [X] My issue happened while using mods.
### What happened?
If the location doesn't have `outpostteam="None"` and is owned by I assume FriendlyNPC team or a faction, the AI of NPCs in team2 breaks: Enemies flee you without attacking.
I assume this is to prevent Team2 from shooting at the outpost? But humans don't actually shoot handheld weapons at walls
![image](https://github.com/FakeFishGames/Barotrauma/assets/73229309/5bb7c864-1e1c-484a-a57a-b9be40f66f79)
# IF YOU SPAWN THE ENEMIES WITH FRIENDLY TEAM ID and THEN CHANGE THEIR TEAM, THE AI IS FINE FOR SOME REASON
```xml
```
# IF YOU SPAWN THE ENEMIES WITH teamid="Team2" OR LEAVE IT BLANK, THE AI BREAKS
This is a problem for any event/mission that uses Team2 to turn NPCs hostile. Otherwise you have to loop a combataction event to circumvent the problem
Example of modded mission that is basically using the abandonedoutpostassassinate mission, but in a city
https://github.com/FakeFishGames/Barotrauma/assets/73229309/acb81caf-8ec2-42f1-b0b1-352537ca73c3
```xml
```
### Reproduction steps
1. Delete `outpostteam="None"` from abandonedoutpost locationtype.xml
2. Start an abandoned outpost mission with human enemies
3. AI breaks
### Bug prevalence
Happens every time I play
_No response_
### Version
v1.4.4.1 (Blood in the Water Update)
Discussed in https://github.com/FakeFishGames/Barotrauma/discussions/13818