Closed xAstroBoy closed 4 months ago
Where’s OnEnemyDeath
?
Where’s
OnEnemyDeath
?
is OnDeath(Enemy enemy) in controllers, i typoed it. also seems the github bot today decided to toss a bunch of merge conflicts for no reason twice?
The bot now squashes formatting changes into the previous commit.
Diff shows OnDeath
was never removed.
Diff shows
OnDeath
was never removed.
in PossessionMod the OnDeath Event was never being executed because the check got removed during my commits and i never realized it was gone, until i saw the code once more to patch a couple enemies up.
I see, must’ve removed it by mistake. Didn’t remember seeing it at all.
I see, must’ve removed it by mistake. Didn’t remember seeing it at all.
yup, as well i figured how to make coilhead move even server side with it's respective animations than a idle coilhead moving on other clients.
i cannot figure why is failing to build, the class is still there...
You renamed it to CoilHeadEnemyController
. It’s supposed to be CoilHeadController
.
You renamed it to
CoilHeadEnemyController
. It’s supposed to beCoilHeadController
.
yeah i reverted the renaming.
@winstxnhdw all good.
@winstxnhdw exposing isAIControlled with Enemy.Update will make sure the Nutcracker can go sentry if we are possessing it and give the AI control.
@winstxnhdw exposing isAIControlled with Enemy.Update will make sure the Nutcracker can go sentry if we are possessing it and give the AI control.
Why not just not Update at all if AI is given control?
@winstxnhdw exposing isAIControlled with Enemy.Update will make sure the Nutcracker can go sentry if we are possessing it and give the AI control.
Why not just not Update at all if AI is given control?
Take example from the find i did in jester behaviour, usually jester cannot pop out if nobody is inside, with that small update patch i can force the jester to be open all times , even under AI control and even if people are outside.
is a way to unlock enemies's behaviour, we can disable something that just forces that behaviour, but we can always force a variable that makes the AI itself go into a disabled behaviour when is meant to not be if a certain criteria is met.
Found a way to : Force Coil Head to move/stop under possession using a ServerRPC
Make jester stay open under possession even if there's nobody inside the facility. Reliably calm Hoarding Bug by setting it's state back to idle when angry and no items are nearby. Fix the nutcracker going to sentry unwantedly.
Restored OnDeath event (idk why you removed it in PossessionMod) along with the unpossession ability since there's no reason to control a enemy when is supposed to no longer work. Check for host for despawning a enemy, it throws a error otherwise and breaks it.
Made PossessionMod a bit more freely, give enemies ability to interact even under AI control with doors . Removed a lot of redundant controller methods , and just use the controller's events.