Open ghost opened 1 year ago
Well this is a known issue I had when making the feature. It is subject to change and I can explain how this happens. The peds that are spawned make use of something called Task Sequences. Sequences are like the name suggests a series of tasks that the peds execute. The reason why I have opted to use sequences is because your client loses control and even data when said squads are at a certain distance. To make sure they do the task at hand we register a sequence that they will follow no matter where they are.
With that said, the sequences are automatically generated based on circumstances such as the ped being a driver, pilot or just a passenger. The ones that are simply tasked with flying a helicopter only have a single task in their sequence and that makes it easy to repeat. Most of the other cases however, get in an erroneous loop of their sequence due to some tasks never finishing. Ill have a look and see whether I can improve this.
i found out that if you shoot near the vehicle that bugged out it will start shooting again at the player. would be great if you find the soulution.
i found out that if you shoot near the vehicle that bugged out it will start shooting again at the player. would be great if you find the soulution.
That might be due to their last task actually finishing so they repeat the sequence. This is a wild guess but TASK::TASK_COMBAT_PED
might be the issue here.
Describe the bug
When you, for example, spawn squads on Khanjali or Chernobog, after the squads kill the player once, they stop shooting at him and just drive after him. Although this does not happen for example with a laser or sea sparrow and similar vehicles, they continue to kill the player
Steps To Reproduce
Expected Behavior
I think they should keep killing the player a second and a third time and so on like a hydra or a sea sparrow does. Or is it some sort of in-game limitation?
Screenshots and/or Logs
Store
Steam
Additional context
No response
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