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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_stalker.gnut11
1 files changed, 8 insertions, 3 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_stalker.gnut b/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_stalker.gnut
index 29e235b5..9ff479f9 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_stalker.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_stalker.gnut
@@ -191,11 +191,13 @@ void function FDStalkerThink( entity npc, entity generator )
generator.EndSignal( "OnDestroy" )
bool isSprinting = false
thread FDStalkerGetsStunned( npc , generator )
- while (IsAlive(npc))
+ while ( IsAlive( npc ) )
{
WaitFrame()
- if ( DistanceSqr( npc.GetOrigin(), generator.GetOrigin() ) < (600 * 600) && !isSprinting)
+ // cant sprint with 1 leg
+ // also upped to 1800 so that stalkers sprint from roughly their vanilla positions, could probably do it based on % of distance left to go?
+ if ( !IsCrawling( npc ) && DistanceSqr( npc.GetOrigin(), generator.GetOrigin() ) < (1800 * 1800) && !isSprinting )
{
entity weapon = npc.GetActiveWeapon()
if (IsValid(weapon))
@@ -206,10 +208,13 @@ void function FDStalkerThink( entity npc, entity generator )
npc.ClearMoveAnim()
npc.SetMoveAnim("sp_spectre_sprint_F")
npc.SetNoTarget( true )
+ // stalkers were just going to the final node and stopping, meaning they never actually reached the harvester
+ npc.AssaultPoint(generator.GetOrigin())
isSprinting = true
}
- if ( DistanceSqr( npc.GetOrigin(), generator.GetOrigin() ) > (230 * 230) )
+ // upped from 230 to more accurately mimic vanilla i think?
+ if ( DistanceSqr( npc.GetOrigin(), generator.GetOrigin() ) > (275 * 275) )
continue
break