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Conflicting NPC behavior


srmalloy

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In the 'Confront Velez' mission from Eagle Eye, the cutscene has Velez telling Morana to lock down the rave, and to give orders to kill anyone who tries to leave before your character is defeated. However, the last spawn of civvie ravers, when you defeat the Skulls near them and get close, split up, with some of them running to the front of the mission (and the mission door), and some of them running to the back of the mission. If you're quick enough getting to the back room, you can see these running civvies run past the three Skulls guarding the door out of the back room and exit through the door behind them, without the Skulls doing anything.

 

The 'running scared' logic for all the civvie ravers not in the back room should be adjusted so that they all run to the front of the mission, to preserve the illusion that the Skulls guarding the back door are doing their job. Or, alternatively, have a scripted bit where the Skulls gun down the running civvies when they try to reach the back door, just to prove that Velez's orders are being obeyed.

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