The Combat:OnUpdate function causes them to drop aggro due to Night Lights not having a combat component. Even if they do get to start an attack, due to how the target isn't buffered in the stategraph, they won't hit it.
This also causes them to mostly stand in place setting Night Lights as a target and immediately dropping aggro repeatedly.
You could either make it so targets having a combat component is optional there, or, if that'd interfere with other behaviors, have it be something you can set up for some entities to allow it.
Steps to Reproduce
- Have an Inimical Gestalt near a Night Light.
- Due to the weird tunnel-vision behavior they have, let them kill the player they spawned for.
- Notice how they'll constantly aggro and deaggro against the Night Light and not be able to put it out.
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