AI targets invis players even though it cannot see them
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The same happens for stealth, which is a bit easier to test, i've died to this before during a dm event aswell. I could do some testing to try and figure out when this happens.
Sometimes lag will cause it to look like you got away and broke line of sight, but you didnt, but even with that in mind i've still had issues.
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It's a common Ai bug. also what happens is once you are recognized by one creature the rest see you. which is another common ai bug dealing with invisibility.
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I'm giving this a big BUMP!
I should be able to run away from zombies without consequences since they are slow and mindless. But in the current scenario, they are chasing me forever, even if I'm miles away and in another area. It still happens with invisibility as well. Sometimes improved invis works, but that's still not 100% -
Blame Bioware?
I cant find why this is happening. -
It's not a bioware thing... it's how the chasing AI script is done for CoA. Enemies chase you through invis, and also will chase you across transitions, maps, and more... You can literally end up dragging enemies from one side of the mod to the other.
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that should be corrected yea. what scrips are you using x2 or cha. there should be a yes/no subscript for that specific thing.
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Not a Bioware thing.
Will need some work and not on focus right now. -
Put it on the list @Echo and we will get to it.
We dont have capacity right now to tackle AI which needs heavy work anyway. -
@Zool something you may be able to look into?
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I can look into it. I have done before.
I KIND OF know what it is- but it's weird, because there is a useful function called something like
GetCanPercieveEnemy()
Or something like that, which should test against all the skills and abilities (listen, spot included for stealth) and see if they can see through invis due to a spell etc.
Clearly, that's either not happening in all instances, or, it IS happening, once, when you are close enough for them to "hear" you- but then once they have the target, that check isn't happening, or is being overridden.
I can try to look at it, but I'm not sure how fast this will be resolved.
I CAN re-produce this though, which is good, because some things with AI, I can never actually get to happen when I test myself.
I think, if I do something like, check for stealth/invis, and then force that function to re-run, it might fix this. But the order in which things happen is not... massively straight forward.
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Still a really troublesome thing to fix... Can't look right now.
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Is moving slowly up the list.
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E Echo moved this topic from Bug Reports on