Galmar1313 wrote:markdf wrote:What change did you make?
I changed line 43 to doCorpseVore = true
I also added the corpsevore faction to some actors without changing the script but it didn't do anything either
So here's the story with combat corpsevore:
A couple versions back, NPCs were swallowing any corpses they killed in combat. This was happening for two reasons:
- DoANom was being called every second or two, because of the OnActorAction hook. So there wasn't a chance to retarget when an enemy died.
- OnCombatStateChanged doesn't always get called, so even when an NPC chose a new target in combat, the PseudoAI was still targetting the previous (dead) target.
To be clear, the corpse vore that was happening was a
bug.
I put the doCorpseVore flag in to prevent NPCs from swallowing corpses, and the corpsevore faction to allow people to restore that behaviour if they liked it.
However, the insanely rapid pace of NPC vore attempts was its own problem, which is why I brought back the PseudoAI's cooldown system. With the slower pace of NPC vore attempts, corpse vore becomes quite rare. And if you're battling in an area where OnCombatStateChanged actually
works (which depends partly on the Navmesh and footik for some reason), then there wont be any corpse vore even with the faction or your script edit.
The next update will have a workaround for the OnCombatStateChanged thing, which will almost completely eliminate that corpse vore bug. So if we want combat corpse vore to be a thing, it's going to need its own system, rather than relying on bugs that needed to be fixed. I've put something simple in place, but you'll need to do some testing on it to see if it works correctly. The PseudoAI is unusually difficult to test because it does everything so fast and frequently.