...however, because they are told to run towards the corner for EXACTLY 5 seconds they usually stop halfway anyway. oops.
...however, because they are told to run towards the corner for EXACTLY 5 seconds they usually stop halfway anyway. oops.
The furthest position is stored as "maxDist" var. However, the code then checks "minDist" var, which does not exist. This results in the logic only ever picking the back-right region.
That's right. This is caused by a typo.
The furthest position is stored as "maxDist" var. However, the code then checks "minDist" var, which does not exist. This results in the logic only ever picking the back-right region.
That's right. This is caused by a typo.
But due to a bug in AI, only one very specific region is chosen no matter what, making them not run away properly.
But due to a bug in AI, only one very specific region is chosen no matter what, making them not run away properly.
A: Nothing
B: Retreat backwards away from the player
C: For 5 seconds, run towards one of four box regions in each corner of the large cell (pictured)
C is where the bug happens.
A: Nothing
B: Retreat backwards away from the player
C: For 5 seconds, run towards one of four box regions in each corner of the large cell (pictured)
C is where the bug happens.
In the Duke's Archives, there are 2 special Pisaca (internally called "Pisaca_Sisters") that are not aggressive. By default, they do not move and only cry.
However, when attacked they will begin to run away... but it's a bit bugged.
In the Duke's Archives, there are 2 special Pisaca (internally called "Pisaca_Sisters") that are not aggressive. By default, they do not move and only cry.
However, when attacked they will begin to run away... but it's a bit bugged.
mine is BALL
mine is BALL
behold and despair
behold and despair