Anyone else come across the dummies killing their own brain?
I think it has to do with this, here (Alert-mode, dummy creation):
Code:
if y > 0.05 then
actor = CreateAHuman("Dummy");
actor.Team = 1;
local z = math.random();
if z < 0.5 then
actor.AIMode = Actor.AIMODE_BRAINHUNT;
elseif z < 0.75 then
actor.AIMode = Actor.AIMODE_GOTO;
actor:ClearAIWaypoints();
actor:AddAISceneWaypoint(self.SearchArea:GetRandomPoint());
else
actor.AIMode = Actor.AIMODE_GOTO;
actor:ClearAIWaypoints();
actor:AddAIMOWaypoint(self.CPUBrain);
end
actor:AddInventoryItem(CreateHDFirearm(self.WList[math.random(#self.WList)],"Dummy.rte"));
if math.random() > 0.1 then
actor:AddInventoryItem(CreateTDExplosive(self.BList[math.random(#self.BList)],"Dummy.rte"));
end
actor:AddInventoryItem(CreateHDFirearm("Turbo Digger"));
the
Code:
actor:AddAIMOWaypoint(self.CPUBrain);
Looks like changing it to this worked:
Code:
if y > 0.05 then
actor = CreateAHuman("Dummy");
actor.Team = 1;
local z = math.random();
if z < 0.5 then
actor.AIMode = Actor.AIMODE_BRAINHUNT;
else--if z < 0.75 then
actor.AIMode = Actor.AIMODE_GOTO;
actor:ClearAIWaypoints();
actor:AddAISceneWaypoint(self.SearchArea:GetRandomPoint());
--else
-- actor.AIMode = Actor.AIMODE_GOTO;
-- actor:ClearAIWaypoints();
-- actor:AddAIMOWaypoint(self.CPUBrain);
end
actor:AddInventoryItem(CreateHDFirearm(self.WList[math.random(#self.WList)],"Dummy.rte"));
if math.random() > 0.1 then
actor:AddInventoryItem(CreateTDExplosive(self.BList[math.random(#self.BList)],"Dummy.rte"));
end
--actor:AddInventoryItem(CreateHDFirearm("Turbo Digger"));
Although, I guess I could have left the turbo digger, the only reason they were using it to kill their brain is because that was the only way to get to it....