Page 1 of 1

Aggro Radius (AI_Hate) issues

Posted: Thu Feb 01, 2018 11:04 am
by John Adams
I *think* there's something backwards with aggro radius calculations. My scenario is this:

NPC1 spawned with aggro radius of 10.
NPC2 spawned with aggro radius of 50, spawned 40 away (so 2 should aggro 1)

Instead what I am seeing is that NPC1 >GETS< aggro of the guy 40 feet away, and while the fight commences, I don't think NPC1 should be aggroing someone 40 feet away from him if he's the one set to aggro_radius 10.

Am I right?

btw, it may be my misunderstanding of "aggro" here, splitting hairs, that if 1 NPC "aggros" another, then maybe this is how it works. In my mind, I expected NPC2 to run at and attack NPC1, before NPC1 was even aware they were in danger. Eg,. NPC2 "became aggressive towards" NPC1 at 40 feet.


The reason this comes up is a problem I was pestering [mention]Jabantiz[/mention] about last night, where I have 30 NPCs on one team, 30 NPCs on another team, and anyone that "aggros" seems to aggro only 1 dude on each side - ALL of them... so they end up in a pile or swinging death and mayhem until 59 NPCs die. DeathMatch style :)

Re: Aggro Radius (AI_Hate) issues

Posted: Thu Feb 01, 2018 11:31 am
by tyrbo
NPC2 should be aggroing NPC1. Not sure if it's bugged, or maybe NPC2 is adding hate to NPC1, causing NPC1 to initiate combat as well?
I didn't end up setting up teams for my mob deathmatch, but used a SpawnScript instead to keep them in combat and picking targets.

https://github.com/stitchpvp/scripts/bl ... arlock.lua

And the goblin warlocks are just set up in a 5x10 grid, with my best effort at equal distance between each goblin.