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[Gothic 1] Fleeing Npcs have player as goto target

Open thokkat opened this issue 1 year ago • 0 comments

If a digger is brought to <50% health he begins to flee. Instead of running away he is following the player.

Problem is that AI_Wait in script loop is interrupting the turning process, causing this weird behavior. In vanilla it looks like fleeing is following the waynet and using same logic as npc going to a different location. A solution could be to handle fleeing in Npc::implGoTo where it's currently a nop.

  if(go2.flag==GT_Flee) {
    // nop
    }

thokkat avatar May 24 '24 15:05 thokkat