branchrust_reboot/main/scientist_ai_tweakscancel

14 Commits over 0 Days - ∞cph!

9 Months Ago
merge from main
9 Months Ago
merge from main
10 Months Ago
merge from weapon_switching
10 Months Ago
Add a LOS and distance check to turn and run for cover
10 Months Ago
Increase acceleration of all human AI to eliminate sliding when initially moving at full speed
10 Months Ago
merge from main
10 Months Ago
merge from main
10 Months Ago
merge from main
10 Months Ago
Updated all scientist AI designs to now have a % chance per tick of continuing to move to chase position in Chase state when the player is LOS, instead of just stopping when LOS and switching to combat state. Scientists now also run attack tick in chase state.
10 Months Ago
Updated scientist AI designs to enter combat state not takecover when initially attacked
10 Months Ago
merge from cover_merge: Scientists now sometimes turn and run to cover instead of retreating slowly backwards. More likely if low on health or ammo. Fixed bug with scientists shooting when not facing towards their target. Fixed combat action timer not resetting and slightly reduce the time between actions.
10 Months Ago
merged from vision: Reworked field of view for Scientists. Lowered their FOV considerably so they don't instantly detect players behind them and also applied a random offset to it. Fixed rear vision detection and simplified it, always detect out of vision but very close players. Updated all main scientist prefabs with new vision stats.
10 Months Ago
Slightly increase random movement area range in combat state
10 Months Ago
Updated all main scientist AI designs to not always take cover when hit, now also includes a min health and a chance check. Fixed a bug in excavator scientist entity mem reference slot.