
AI (without quest?)
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Re: AI (without quest?)
Soo... nobody knows how to fix it yet? 

"If 64 bits isn't enough, the next logical step is 128 bits. That's enough to survive Moore's Law until I'm dead, and after that, it's not my problem."
©Jeff Bonwick
©Jeff Bonwick
- Stake
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Re: AI (without quest?)
Check my edited post. I don't like making new posts.Phantom2005 wrote:Soo... nobody knows how to fix it yet?

viewtopic.php?f=81&t=18035#p98254


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Re: AI (without quest?)
Still doesn't seem to work here.
"If 64 bits isn't enough, the next logical step is 128 bits. That's enough to survive Moore's Law until I'm dead, and after that, it's not my problem."
©Jeff Bonwick
©Jeff Bonwick
- Stake
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Re: AI (without quest?)
Try with a clean core and dp. I already checked, but it worked well for me.Phantom2005 wrote:Still doesn't seem to work here.



- Raikkon35
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Re: AI (without quest?)
Tested, first Elpy runs away, after, it attacks player.Stake wrote:Check my edited post. I don't like making new posts.Phantom2005 wrote:Soo... nobody knows how to fix it yet?
viewtopic.php?f=81&t=18035#p98254
- ZaKaX
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Re: AI (without quest?)
How about disabling the NPC's Core AI (do that onSpawn, something like npc.disableCoreAi(true)), then just setting the NPC intention to MOVE_TO as long as the NPC intention is not already MOVE_TO?
With disabled Core AI, NPC shouldn't attack you anymore... and setIntention(IDLE) is bullshit as mentioned earlier. It's the FleeNpc script itself that's screwed up.
With disabled Core AI, NPC shouldn't attack you anymore... and setIntention(IDLE) is bullshit as mentioned earlier. It's the FleeNpc script itself that's screwed up.
¿ Que dice los cojones de la nina ?