11,684 Commits over 3,622 Days - 0.13cph!
Force alternate chase/take cover states when spawning scientists sequentially isntead of 50/50 chance
More aggressive chase behaviour
Add heavy scientists to spawns
Bradley Heavy Scientist prefab & initial setup.
Bunch more wip spawn setup/functionality
Initial health-based spawn group setup.
Rename scientist prefab ahead of removing variant.
Manifest after rename.
Move scientist code to a separate bradley file while I'm at it
Additional scientist spawning functionality.
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Add a convar to toggle LOS detection methods
Remove unnecessary list newing
Remove a debug.log
Fireballs created during sub entity srpeading respect their parents ignoreNPC setting.
GetNextPathPosition NRE fix
Merge from bradley_scientists
Increase scientist timeout
Setup for western DLC racks
Initial script auto setup run
Removed unused duplicate lodgroup script
Oilrig_small door navmesh fixes
vent_col navmesh gen error fix.
Oilrig1 door navmesh fixes.
Suitcase collision navmesh error gen fix.
Oilrig1 initial move point data
Merge from bradley_scientists
Bradley scientist AI design update.
Reduce timer duration before returning to cover from chase.
Recall scientists if they or the bradley haven't been able to attack any targets for a while.
Merge from bradley_scientists
Added deploybradleyscientists and recallbradleyscientists Bradley commands for Paddy.
Fixed some bugs I found in the process of adding and testing the commands:
MountAfterNotAttackedDuration check now also makes sure the bradley has been deployed for that long too.
Scientist spawn count now only resets (as part of the Bradley healing process) after a short deploy timer.
Merge from bradley_scientists
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Decreased ScientistRedeploymentMinInterval from 180 to 60 seconds
NPC flamethrowers don't hurt NPCs.
Heavy scientist AI design fixes
Slightly reduce AI effective range to match damage range.
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