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Feature: Fire OnFoundEnemy, OnFoundPlayer outputs when enemy NPC is target of Scripted Sequence #1758

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Klunkyone opened this issue Nov 29, 2024 · 1 comment
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Type: Enhancement Improving an existing feature

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@Klunkyone
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Which component should be improved?

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Describe your suggestion

Currently, when an NPC (e.g npc_fastzombie) is the target of an active scripted_sequence, it's OnFoundEnemy and OnFoundPlayer outputs do not fire. I would expect these outputs to fire when the Override AI spawnflag on the scripted_sequence is unchecked.
Could NPCs passively run LOS while in sequences?

Basically the Requirements

  • NPC has an enemy (player or other NPC) set by ai_relationship or through other means
  • NPC is set as the Target NPC keyvalue of a scripted_sequence
  • scripted_sequence has Override AI spawnflag unchecked
  • BeginSequence output is fired to scripted_sequence
  • OnFoundPlayer/OnFoundEnemy outputs fire from the NPC despite being part of an active sequence

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I am trying to make a scripted_sequence where the npc_fastzombie wanders around the map with scripted sequences but is interrupted and begins to attack when it sees the player.

@Klunkyone Klunkyone added the Type: Enhancement Improving an existing feature label Nov 29, 2024
@Klunkyone
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2024-11-29.17-34-49.mp4

Heres some additional context. The Bendy is walking in a scripted_sequence but doesn't attack me until I fire CancelSequence
I want to be able to cancel the sequence with an output when the Bendy can see me.

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Labels
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