In some package NsMonster, queen was disturbing. What I did step by step I cannot entirely recall right now but definitely I recall that I was looking everywhere about stringGoToState('Teleporting')
, but EVERYWHERE in code Including Hunting
. Definitely when Queen doesn't see enemy it should stay the hell in place else it does dumb shit with that encroachment. As I could see so far, even in "nice" XC deal a map still went broken (counted queens have vaporized) so I disabled the fix (using that Configurable UScript part of XCGE - posted by me) and I left the "original" code to run but I think next days worth a small revision here. I could see if Queen is busy with an enemy not visible and camping (Bot Stackout or such), it will be invulnerable and visible closer enemies will exhaust ammo firing weaponry USELESS. This stupidity will be removed, I might think at checking pawns around would have a benefit from time time and getting a new enemy rather than stupidly teleporting awaiting enemy to show up - probably this code won't be net compatible so maybe the first solution is more suitable here... unless a sort of new XC_Stuff like that DripGenerator and XC_Titans will have compatibility and code will be executed from a better Queen, for sure it will be required to be permanent, even for maps which don't have queens but factories spawning them - there also will be a master tweak, slowing to 1 QUEEN per row, capturing potential counters and capping values. There is still work to do here - maps patching or common code...
Presumed fixing situation:
Queen wants a QueenDest closer to visible pawn enemy. If there is None, then Stackout as other monster if cannot see enemy else it will be RANGEDATTACK. If did not see any enemy for a while (LastSeenTime or such), Enemy - None (OldEnemy - None) WhatToDoNext - DONE. By dropping queen here and there is not an answer, if Queen is a guardian will leave guarding spot and chances to go back are probably NONE due to it's size and "fascinating" paths which mapper is doing, so excuse me but Teleporting to a PathNode is not the solution here and neither dropping it behind a door/wall.
Leave all code and Do NOT Ignore TakeDamage in state Teleporting - has to be well tested...
Edit: A bit concerning what is in state Teleporting
- Code: Select all
ignores TakeDamage, SeePlayer, EnemyNotVisible, HearNoise, KilledBy, Bump, HitWall, HeadZoneChange, FootZoneChange, ZoneChange, Falling, WarnTarget, Died;
Ignoring Died and KilledBy ? In my opinion This state is not finished. I'm not surprised to see that it breaks events then... I think is removed skipping the most important things...