FrostSource / toweragency

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Lobby guards don't always react to player having gun out. #1

Open FrostSource opened 3 years ago

FrostSource commented 3 years ago

The trigger that detects player having a weapon out is enabled/disabled using OnFoundPlayer/OnLostPlayerLOS respectively. The latter output only fires when the player is considered an enemy. Is there an alternative to this?

Can be done with tracing in the lobby guard script if needed.

ihonnyboy commented 3 years ago

Not as far as I know. Ai_scirpt_conditisions doesn't even have that option. But you could hack it with a parented ai_script_conditions or a point_anglesensor.

On Thu, Sep 2, 2021 at 4:09 PM FrostSource @.***> wrote:

The trigger that detects player having a weapon out is enabled/disabled using OnFoundPlayer/OnLostPlayerLOS respectively. The latter output only fires when the player is considered an enemy. Is there an alternative to this?

Can be done with tracing in the lobby guard script if needed.

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