I have an NPC who is designed to act like a everyday civilian and so when gunfights occur in the area they reside in they will enter a fear "state" and try to find a safe place hidden from where the gunfight is taking place. What seems to happen instead is that the npc will find a safe place go to it then instead of stay it will move again except this time to the source of their fear. So basically you get all these civilians randomly running at you if you started the gunfight.
I have a class specific schedule with task structure basically FleeEnemy -Set Fail FleeEnemyFallback -Stop Moving -Hide From Enemy (Custom Task that finds a cover position) -Run path -Wait for movement -Wait random 7 -Check Safe (custom task that checks if the npc is in a safe position still) FleeEnemyFallback -Stop Moving -Store enemy pos in Save Pos -Find backaway from save pos -Run Path -Wait for movement I wonder has anyone experience such issues? Chris _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders