Comments (9)
The AI is pretty dumb right now as it's using the built-in AI framework they wrote. I'll be working on a more intelligent AI in the next coming releases.
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The VIP also contributes to Teleporter charge rate
This shouldn't be the case as it's not counted as an active player.
from ror2-protectthevip.
The VIP also contributes to Teleporter charge rate
This shouldn't be the case as it's not counted as an active player.
It does for me, maybe it is conflicting with another mod but if it isn't in the zone it takes noticeably longer.
The AI is pretty dumb right now as it's using the built-in AI framework they wrote. I'll be working on a more intelligent AI in the next coming releases.
I've noticed, wonder if there's a priority system as vanilla minions tend to follow you over go after an enemy. If it could be made to follow you like that or just make its way toward the teleporter it would make it much more interesting.
from ror2-protectthevip.
The VIP also contributes to Teleporter charge rate
This shouldn't be the case as it's not counted as an active player.
It does for me, maybe it is conflicting with another mod but if it isn't in the zone it takes noticeably longer.
Might be another mod? The way the zone charge rate is calculated is a formula that is based on "living players":
HoldoutZoneController.cs
int num = HoldoutZoneController.CountLivingPlayers(this.chargingTeam);
int num2 = HoldoutZoneController.CountPlayersInRadius(base.transform.position, this.currentRadius * this.currentRadius, this.chargingTeam);
// ...snip...
float num5 = this.baseChargeDuration;
float num6 = ((num != 0) ? ((float)num2 / (float)num) : 0f) / num5;
HoldoutZoneController.CalcChargeRateDelegate calcChargeRateDelegate = this.calcChargeRate;
if (calcChargeRateDelegate != null)
{
calcChargeRateDelegate(ref num6);
}
this.charge = Mathf.Clamp01(this.charge + num6 * Time.fixedDeltaTime);
private static int CountLivingPlayers(TeamIndex teamIndex)
{
int num = 0;
ReadOnlyCollection<TeamComponent> teamMembers = TeamComponent.GetTeamMembers(teamIndex);
for (int i = 0; i < teamMembers.Count; i++)
{
if (teamMembers[i].body.isPlayerControlled)
{
num++;
}
}
return num;
}
The ally isn't player controlled, so body.isPlayerControlled
would evaluate to false here (as would drones and other "allies" built into the game). It only evaluates to true if the ally has a PlayerCharacterMasterController
attached to it. Via numerous testing to see if that is attached, I've found that this isn't the case. I actually tried adding it one time and it very much messed up the game, as I needed to populate the object with a ton of Unity info that I could grab at the time.
The AI is pretty dumb right now as it's using the built-in AI framework they wrote. I'll be working on a more intelligent AI in the next coming releases.
I've noticed, wonder if there's a priority system as vanilla minions tend to follow you over go after an enemy. If it could be made to follow you like that or just make its way toward the teleporter it would make it much more interesting.
Hopefully I'll have this improved on the next release. That behavior is what I'm am trending towards (without me adding too much overhead to the built-in code base).
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I think somewhere in making its nameplate forced you made it also considered player controlled... I could be wrong, I'm not big on C#
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The nameplate doesn't add/remove anything on the ally, so that shouldn't effect it. If you can repro the behavior I can look into it.
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if (body?.isPlayerControlled == false) { Debug.LogWarning($"Forcing ally {body.GetDisplayName()} to have player nameplate."); typeof(CharacterBody) .GetProperty("isPlayerControlled", BindingFlags.Instance | BindingFlags.Public) .SetValue(body, true);
Maybe this block here? Looks like you set the value to be true if it is false.
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Ah, good catch. I might need to look into making it so I don't need to set that to get the nameplate working.
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I have a very rough change to the AI in the works. I should expect it to make it into the 1.0.3 release.
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Related Issues (11)
- On non-ally runs mod still runs on Moon (Mithrix) level
- Void infestors can infect the VIP HOT 2
- die upon first teleport HOT 1
- Get end game summary screen to actually send Ally stats
- The 15$ starting gold gets used up upon picking a VIP
- Ally counts towards "Player Controlled" count
- VIP select doesn't work after first run HOT 9
- Empty chests mod breaks mod
- Update to RoR2 v1.2.1.0 with Survivors of the Void expansion
- Clients do not see VIP tag HOT 1
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