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Description
Any crewmember manning guns will attack ones own crew if they are outside.
Steps To Reproduce
Grab a suit, swim outside, order anyone on guns - get filled with coilgun rounds or something.
Version
Closed alpha 0.8.9.3
Additional information
I have been debugging the AI in various ways trying to make them more multiplayer-viable for certain tasks.
I found this is the cause of the AI attacking their own crew with railguns:
In short. this needs to be lower invariant check, or for it to be "Human", as this check inside of Turret.cs 's AIOperate thinks species "Human" is not "human".
It also looks like (as a side note) the AIOperate for a turret will not factor an enemy being outside of the turret's maximum rotation limits, I think the code should be modified to account for this in target selection.
The text was updated successfully, but these errors were encountered:
Description
Any crewmember manning guns will attack ones own crew if they are outside.
Steps To Reproduce
Grab a suit, swim outside, order anyone on guns - get filled with coilgun rounds or something.
Version
Closed alpha 0.8.9.3
Additional information
I have been debugging the AI in various ways trying to make them more multiplayer-viable for certain tasks.
I found this is the cause of the AI attacking their own crew with railguns:
In short. this needs to be lower invariant check, or for it to be "Human", as this check inside of Turret.cs 's AIOperate thinks species "Human" is not "human".
It also looks like (as a side note) the AIOperate for a turret will not factor an enemy being outside of the turret's maximum rotation limits, I think the code should be modified to account for this in target selection.
The text was updated successfully, but these errors were encountered: