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StuckEnemyFix

why doesnt combat music end?

Last updated 3 months ago
Total downloads 4068
Total rating 2 
Categories Client Mods
Dependency string hirnukuono-StuckEnemyFix-0.0.7
Dependants 12 other packages depend on this package

README

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

V0.0.7

  • 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