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Resume patrol after conversation


DeTeEff

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Hello! I have problems with AI that move into a conversation and then shall continue on their way. They sometimes turn around and go to their latest target.

The goal is to make AI_1 walk along his route, stop and talk to AI_2 and after they are done, AI_1 will continue on his way and AI_2 shall start patroling via a RiT-system.

I have made a placeholder Talk_sound so they sputter some gibberish, so I know the conversation works.

The conversation ends with the actors triggering their respevtive atdm:target_changetarget where AI_1 has his next path_corner as "add" "AI_1_path_corner_42" and AI_2 has his RiTnode

And now to the funky part. AI_2 always goes on with his RiT-nodes as expected but on the other hand, AI_1 will SOMETIMES start patroling BACK to his former path_corner, and then back to the place where the conversation took place where he pauses. I believe it has something to do with what "target" spawnarg that is originally put onto the AI_1. When building I have changed his path corner and position in the mission to start more where the conversation will start, to save time mapping and this seems to have an impact.


It's the "sometimes"-part I get confused about. I can accept the characters behave strangely because of errors, but this is totally random and the AI_1 MUST continue the right way, or else it will break my mission...I cannot seem to get my head around the randomness. Is it somehow that the game signals the AI_1 to walk to several path_nodes simultaneously and the game picks at random? Like some timing z-fighting?

I have a special script that uses atdm:changetarget entities that removes the previous target from AI_1 but the bastard just ignores his orders!

Has anybody else had problems with this, that AI that are leaving conversations, either doesn't move or move back or some other weird stuff?

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