StuckEnemyFix
why doesnt combat music end?
模組介紹 作者原文
StuckEnemyFix
doing alarms, wave enemies sometimes spawn on furniture and get stuck. they can't move so they keep combat music and -stamina up forever. fix here.
how
- aggressive non-flyer enemy is given 30 seconds to move 2 meters away from spawn position
- if it doesn't, it gets moved to a new random position in the same coursenode and given a target (closest player)
- enemy takes the hint, comes at you aggressively. eventually.
- if enemy doesn't start moving after 4 relocates (120 seconds), it will be killed off.
thanks
- amorously. thank you kind sir for the help.
- sam db - feedback
- flowaria - feedback and general gtfo gandalf'ness. thanks buddies, appreciated.
Changelog
V0.0.8
- doing a small delay of one second to record enemy spawn position
- had some instances of enemy falling thru spawnpoint floor, over 2 meters away from actual spawnpoint, no action taken (enemy moved!)
- routine used to abort after 60s when full course needs 120, fixed
- i recommend borkencellgeofix to eliminate the navmesh on furniture / props, helps immensely with enemy mobility
V0.0.7
- now runs master only, won't try to do anything on clients
- mono disabled after business concluded instead of just endless returns on fixedupdate
- settarget now targets closest player, not host player
V0.0.6
- 6s -> 30s
- upon reseting enemy destination and pathing, also SetTarget is called to counter target invalid bug.
V0.0.5
- added a few navmesh commands to get enemies even more unstuck'er.
- also replaced Debug.Log with ManualLogSource, thank you auri for the teach.
V0.0.4
- noticed stupid enemies standing still and teleporting around every 6 seconds
- changed the logic a bit to address the above, seems to work better.
V0.0.3
- enemies that somehow spawn directly onto cfoam are ignored, stuck-tests resumed after thawing.
V0.0.2
- changed position from portal 0 smack middle (problem with a few nogate plugs) to getrandompositioninside (spawnnode)
V0.0.1
- initial
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