Let Actors Run Away Mutator

If you liked this item, please rate it up on Steam Workshop page.

Author: Church

Last revision: 23 Jul, 2024 at 09:48 UTC (1)

File size: 5.24 KB

On Steam Workshop

Description:

Greetings! This is a mutator meant to be used in conjunction with zombies type configurations.

UPDATE: Now I have realised my mistake when coding it, the boolean for when a bot is running is shared with everything so it basically works only on a miracle. Now I have replaced it with an array with a spot for each bot so it pretty much works like a dream now. I also used the Pathfinding class, I don’t know if it sped anything up, it might have. Let me know if you want.

Config Explanation
Team That Runs Away => Which team should display the behaviour.
Flee Range => Range for when actors detect enemies to start running away.
Max Running Time => Cooldown time while running away, resets every time an enemy is detected.
After-Run Cooldown => Cooldown after an actor has been running away before running again.
Escape Pos Search Distance => Max distance where an actor can search positions to run away to.
Chance of Actor Running => Random chance for actor to run, 0 is no chance of running away, 10 is always gonna run away.
Use FOV => If actors should see the enemy when detecting to run away from them.
Logging => PageUp key shows the console thingy, this prints out stuff for debugging.

Only Run If Health Is Low => Self-explanatory
Low Health Threshold => Percentage of health to consider when only running if health is low.

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.