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npcs taking into account all enemies they know of (implemented)
taking cover behind props more (wip)
animations (wip but works well enough)
better ai from source engine using an ai_goal_standoff (implemented, works fine)
Agree, gonna be wild
after an analysis, i came up with the conclusion that it will be something a bit hard to implement
and after implementation, i will need to modify a lot of stuff, which will break support for things and yadda yadda
so unfortunately cant add that, if you have any more examples of better npc ai which i might be able to implement, reply to this with the idea/link
An example being the white forest defense segment from episode 2. So would it be feasible to disable the guard strider restriction, and allow the the hunter to fire while on the move.
Either as an update to this addon, or a separate one.
if you know what flag can be changed in order to achieve that i can implement it
i made a function that makes them force shoot a bullet but its just not gonna look great in certain situations
not only that but i also dont have hl2ep2 so i cant test it myself
and when did i say that you do know what flag it is?
i clearly stated a conditional with that big old "IF" there
anyway, the problem might be just from the npc itself deciding to go to the position and not strafe along, and i cant make it guard itself (doesnt do anything) to trigger this behavior more often
check out the update, maybe it'll work now lol