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Reduce exit velocity, and don't update movepath, rely on exisitng movepath (as without further AI changes to process the newly updated movepath, this just leads to the AI standing idle)
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  • Data/Base.rte/Scenes/Objects/Bunkers/BunkerSystems/Automovers/Controller

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Data/Base.rte/Scenes/Objects/Bunkers/BunkerSystems/Automovers/Controller/Controller.lua

Lines changed: 1 addition & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -941,7 +941,6 @@ automoverActorFunctions.convertWaypointDataToActorWaypoints = function(self, act
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actor:AddAISceneWaypoint(sceneTarget);
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end
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end
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actor:UpdateMovePath();
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actorData.waypointData = nil;
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end
@@ -1389,7 +1388,7 @@ automoverActorFunctions.handleActorThatHasReachedItsEndNode = function(self, act
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local endNodeData = teamNodeTable[waypointData.endNode];
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if #waypointData.exitPath > 0 and not endNodeData.zoneBox:IsWithinBox(waypointData.exitPath[1]) and (endNodeData.connectedNodeData[actorData.direction] == nil or not endNodeData.connectingAreas[actorData.direction]:IsInside(waypointData.exitPath[1])) then
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local velocityToAddToActor = distanceFromActorToFirstExitPathPosition.Normalized:FlipX(true):FlipY(true) * self.movementAcceleration * 10;
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local velocityToAddToActor = distanceFromActorToFirstExitPathPosition.Normalized:FlipX(true):FlipY(true) * self.movementAcceleration * 5;
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if math.abs(velocityToAddToActor.X) < 1 and velocityToAddToActor.Y < 0 and SceneMan.GlobalAcc.Y > 0 then
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velocityToAddToActor.Y = velocityToAddToActor.Y * 2;
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end

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