Houndius Shootius frequently gives up attacking hounds if the hounds switch targets to the shootius and can't reach it. The hounds don't give up; they continue trying to attack the shootius, but the shootius just sits idle. This same phenomenon happens with frogs and all other creatures given the described behavior.
The fix to the issue is straightforward; the retarget function should target guys trying to attack players or shootius.
I've tested with the following patch, and it resolved the issue.
diff --git a/scripts/prefabs/eyeturret.lua b/scripts/prefabs/eyeturret.lua index 7381673..1ce89ae 100644 --- a/scripts/prefabs/eyeturret.lua +++ b/scripts/prefabs/eyeturret.lua @@ -75,7 +75,7 @@ local function retargetfn(inst) return FindEntity(inst, TUNING.EYETURRET_RANGE + 3, function(guy) - return (playertargets[guy] or (guy.components.combat.target ~= nil and guy.components.combat.target:HasTag("player"))) + return (playertargets[guy] or (guy.components.combat.target ~= nil and (guy.components.combat.target:HasTag("player") or guy.components.combat.target:HasTag("eyeturret")))) and inst.components.combat:CanTarget(guy) end, RETARGET_MUST_TAGS, --see entityreplica.lua
Reproducing with hounds:
spawn an eyeturret
put statues around it
spawn some hounds, agro them, and wait for them to switch to eyeturret and for eyeturret to give up
Reproducing with frogs:
spawn an eyeturret
put walls around it
spawn frogs, agro them, and let them switch to eyeturret. wait for eyeturret to give up.
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