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AE Behaviour: Escort Arrival Function


Lockely

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Apologies if this is a known issue, but I did not see this posted anywhere upon a search. 

In Architect Entertainment, the Arrival Behavior function doesn't seem to work properly based on my testing.

 

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Out of the functions above, the only three that appear to work are "Do Nothing", "Wander",  and "Run to Nearest Door", with the last two only working on mostly indoor maps as most outdoor maps seem to not have that function set up properly on them, and the first being the default state that it fails to when the others do not function. What happens more often than not, regardless of how you have them programmed, is they simply stand at their escort location once they've arrived.

 

I know we can get around the lack of a proper static follow by setting them as allies instead, but for big outdoor maps they *should* be able to dual function as both a combat ally and as a waypoint for tricky to find objectives.

Lockely's AE Tales:

H: The Rook's Gambit (Arc ID 49351), P: Best Left Buried (WIP)

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Well... for Run To Nearest Door? A lot of outdoor maps don't actually have a door... they have an area that lets you back out. So there is nothing for a mob to run to on an outdoor map if you set their behavior to run to nearest door. (For that matter, I'm pretty sure only 2 outdoor maps have a door, and that is because you need to go inside a building to accomplish the objectives on those maps. So my guess is that specific map is still technically an indoor map. The rest of the outdoor maps? While the presentation is of doors? They are not. They are just static scenery because they can't be opened to access anything. You can see that on some of the missions where there are doors you can't open and have NPCs to save. When those NPCs run, they only run to a door that you can open, even if it is much farther away than the cosmetic doors that are just there for scenery.)

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1 hour ago, Rudra said:

Well... for Run To Nearest Door? A lot of outdoor maps don't actually have a door... they have an area that lets you back out. So there is nothing for a mob to run to on an outdoor map if you set their behavior to run to nearest door. (For that matter, I'm pretty sure only 2 outdoor maps have a door, and that is because you need to go inside a building to accomplish the objectives on those maps. So my guess is that specific map is still technically an indoor map. The rest of the outdoor maps? While the presentation is of doors? They are not. They are just static scenery because they can't be opened to access anything. You can see that on some of the missions where there are doors you can't open and have NPCs to save. When those NPCs run, they only run to a door that you can open, even if it is much farther away than the cosmetic doors that are just there for scenery.)

 

Oh yeah, I mentioned it above that most outdoor maps don't have the door functions programmed into them, but that's more of a feature request. As a stop-gap, I suppose reassigning the mission entrance as the nearest door would probably work for the same purposes. 

I'm more concerned with Follow and Wander not doing anything, as both could have impactful storyline use for AE designers.

Lockely's AE Tales:

H: The Rook's Gambit (Arc ID 49351), P: Best Left Buried (WIP)

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