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Is this not just regular behaviour when the Alien is trying to reach a victim that it can see via its viewcone, but not path to via the navmesh? I feel like I've seen it before. I think the only time the Alien will fix himself in relation to being stuck is if he's locked in a room that has no path to a vent, in which case I think he is hardcoded to teleport out. Might be wrong on that though. |
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Looking at the animation and how the aliens react it looks like they're awaiting the door to open and it's not doing so. What function allows or disallows the alien to trigger a door? With respect to the transit office door I think whereever |
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I figured out setting the door to close and stopping the alien from triggering the door mysteriously does not inform the AI not to wait for it to open. However, using Force_close via a door button or other method sends this signal and the alien turns tail and upvents. Still curious activity. In the techsupport area I'm curious why the game designers placed barriers like they did with no active alien in M3 until the end in the base game and no reason for a player to wander in there during later missions. Headscratcher but it lends well to extra aliens by serrendipity. Lets one place a handy save spot. :) |
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I figured out setting the door to close and stopping the alien from triggering the door mysteriously does not inform the AI not to wait for it to open. However, using Force_close via a door button or other method sends this signal and the alien turns tail and upvents. Still curious activity. In the techsupport area I'm curious why the game designers placed barriers like they did with no active alien in M3 until the end in the base game and no reason for a player to wander in there during later missions. Headscratcher but it lends well to extra aliens by serrendipity. Lets one place a handy save spot. :)