MADNESS: Project Nexus

MADNESS: Project Nexus

Wingidon's Miscellaneous Enhancements
The problem with guns.
We need a version/modifcation of this current build that makes all dual role hirelings, that have "Gunman" as a class, shoot their guns more?

As of right now this is one of the best modifications I've used, but its so AGGRAVATING to see my AI, that aren't spec'd into thug, punch instead of reloading...
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Showing 1-10 of 10 comments
Wingidon  [developer] 3 Jul @ 11:20pm 
I believe this is a side-effect of the DynamicSwap behaviour. At the moment, if they're holding a firearm and their target is too close to them, they'll swap away from it, and if they're holding a melee weapon but their target is far away, they'll swap.

My best advice is to give them a sidearm. I recommend a melee weapon so that they can defend themselves effectively up close, but if they're spec'd into guns, you can also go ahead and give them a second ranged weapon, and they'll just swap between the two whenever enemies are close.
i've noticed that they also swap to their fists more often no matter the distance if you do not equip them with 2 weapons.

but really my problem is them swapping so much without reason it seems sometimes. maybe that has to do with their positioning/movement speed. Almost reacting too late as they move out the way so fast.

idk how I would fix this. Other than making them swap less. Is there some way for me to manually turn this specific behavior off?
yk, just as something to do as of rn?
Wingidon  [developer] 4 Jul @ 4:01am 
Right now, I do not believe there's a way to turn that behaviour off. I suspect the fact that they're swapping too often has to do with the way the game checks for swaps. Instead of checking every tick, they use a timer, and when the timer expires, they check whether or not to swap, then reset the timer.

Again, it's not really something I have the coding know-how to do a whole lot about. The best course of action here would probably be to just give them a second firearm. Maybe sometime after the second part of the Hireling Update comes out, I'll create an addon that makes Hirelings not show up with DynamicSwap.
Originally posted by Wingidon:
Right now, I do not believe there's a way to turn that behaviour off. I suspect the fact that they're swapping too often has to do with the way the game checks for swaps. Instead of checking every tick, they use a timer, and when the timer expires, they check whether or not to swap, then reset the timer.

Again, it's not really something I have the coding know-how to do a whole lot about. The best course of action here would probably be to just give them a second firearm. Maybe sometime after the second part of the Hireling Update comes out, I'll create an addon that makes Hirelings not show up with DynamicSwap.

A no "DynamicSwap" version would be GOATED.:steamhappy: The only reason i see it as an issue personally, is ofc awkward swaps, but i like to have clubbers use shields with a gun.

By adding another gun to their back it makes them swap off their shield sometimes, by making them go in with no gun it makes them use their fists the whole time. Cant build my riot control soldiers. :steamsad:
Last edited by WTFłłVIPΣR; 4 Jul @ 9:23am
Wingidon  [developer] 4 Jul @ 4:49pm 
Originally posted by WTFłłVIPΣR:
A no "DynamicSwap" version would be GOATED.:steamhappy: The only reason i see it as an issue personally, is ofc awkward swaps, but i like to have clubbers use shields with a gun.

By adding another gun to their back it makes them swap off their shield sometimes, by making them go in with no gun it makes them use their fists the whole time. Cant build my riot control soldiers. :steamsad:

Perhaps you could give them a shield on their back as well? That would most likely suffice for getting them to always have a shield.
Originally posted by Wingidon:
Originally posted by WTFłłVIPΣR:
A no "DynamicSwap" version would be GOATED.:steamhappy: The only reason i see it as an issue personally, is ofc awkward swaps, but i like to have clubbers use shields with a gun.

By adding another gun to their back it makes them swap off their shield sometimes, by making them go in with no gun it makes them use their fists the whole time. Cant build my riot control soldiers. :steamsad:

Perhaps you could give them a shield on their back as well? That would most likely suffice for getting them to always have a shield.

I mean I could, but that would leave out so many other combinations I could make yk?

Also you mentioned the behavior being based on a timer, could you make the timer longer or create one if there isn't one, on the "positioning" skill I think. My guys are jumping around the map all crazy, lol.

also they high-five too much. Almost after every kill sometimes. Could the timer on that be reduced?
Last edited by WTFłłVIPΣR; 5 Jul @ 9:12am
Wingidon  [developer] 5 Jul @ 5:08pm 
Originally posted by WTFłłVIPΣR:
Originally posted by Wingidon:

Perhaps you could give them a shield on their back as well? That would most likely suffice for getting them to always have a shield.

I mean I could, but that would leave out so many other combinations I could make yk?

Also you mentioned the behavior being based on a timer, could you make the timer longer or create one if there isn't one, on the "positioning" skill I think. My guys are jumping around the map all crazy, lol.

also they high-five too much. Almost after every kill sometimes. Could the timer on that be reduced?
That's fair.

As for the Positioning skill, I... honestly don't see how that's a problem, but I could look into it. I think it's more of a check that happens on a trigger rather than a timer though, so it'd be difficult.

As for the high-five issue - yeah, that's the SpreadsJoy behaviour. I'll reduce the chance of them having the behaviour again, but if they do have the behaviour, they will high-five a nearby ally whenever they knock someone down. Maybe at one point I'll see if I can get them to only have a chance to high-five when they knock an enemy down.
Originally posted by Wingidon:
Originally posted by WTFłłVIPΣR:

I mean I could, but that would leave out so many other combinations I could make yk?

Also you mentioned the behavior being based on a timer, could you make the timer longer or create one if there isn't one, on the "positioning" skill I think. My guys are jumping around the map all crazy, lol.

also they high-five too much. Almost after every kill sometimes. Could the timer on that be reduced?
That's fair.

As for the Positioning skill, I... honestly don't see how that's a problem, but I could look into it. I think it's more of a check that happens on a trigger rather than a timer though, so it'd be difficult.

As for the high-five issue - yeah, that's the SpreadsJoy behaviour. I'll reduce the chance of them having the behaviour again, but if they do have the behaviour, they will high-five a nearby ally whenever they knock someone down. Maybe at one point I'll see if I can get them to only have a chance to high-five when they knock an enemy down.
Thank you so much! That would be beyond perfect. Appreciate the answers!
Also, I may have been wrong about the jumping, I think some corpus types just jump more.
Wingidon  [developer] 6 Jul @ 2:40am 
Originally posted by WTFłłVIPΣR:
Thank you so much! That would be beyond perfect. Appreciate the answers!
Also, I may have been wrong about the jumping, I think some corpus types just jump more.
Happy to help. Also, wait, hang on... Oh! You mean they're actually leaping around the map! Yeah, that's not the Positioning skill. Some particular types of hirelings will leap around the map frequently by default, such as Massive and Vampire hirelings, but Acrobat hirelings also have a chance to have leap behaviours - 5% for each individual one, and an additional 5% to have all three. Hirelings with a secondary focus on Acrobatics will also sometimes have leaping behaviours at a 2% chance for each.

So yeah, you've probably got a selection of Acrobatic hires and some types that like to leap due to their origin.
Last edited by Wingidon; 6 Jul @ 2:42am
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