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some enemy go up truck and go down , walk aound and go back up to truck loop like that
They should be going nuts trying to find the cause. Instead, we get a couple minutes of alert state, then back to normal, never mind poor friedrick and the hole he has in his head, more importantly, who put it there, lets just go back to what we were doing :)
The suspect area should be crawling until the end of the mission, forcing the player to sneak out of it or take targets down to get out.
Current play through is on medium difficulty, so I don't know if that has any bearing.
If your sniper is not suppressed or using subsonic rounds, then the audible range is going to be anywhere from 135-210. That means anyone within that audible vicinity is going to be looking for where the shot came from. I also confirmed yesterday they can hear/see when you move in the grass, even when in prone. You have to remain still, or distract them (When they aren't looking.) with a bottle moving away from the grass.
Other things can cause this status too. Vehicles are terrible for it. An example is on Guernsey where if you soundmask the generator at the very bottom of the sub pen, the vehicles up top on the road constantly hear it as they go past and go on alert. They do the same when passing visible bodies or wreckage.
And finally, sometimes its caused by environmental effects that have been poorly coded. For example, on the war factory, causing the train accident leaves the entire eastern section of the map in a constant state of switching between alert and all clear (complete with around 20 question marks every few seconds). It lasts for the entire duration of the map, or until you kill some of them. Can't say for certain but I have my suspicions it was the armoured car patrolling that was doing the triggering, presumably seeing the debris, alerting the others before leaving visible range and thus cancelling back to all clear.
Definitely needs some clean up on the code involved.
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In maximum difficulty they will be cautious during the entire mission. After finding a corpse they will first search the culprit for some minutes, and after they will return to their position in cautious state. They are allowed to leave their post only in combat and search status mode.
This works at times - throw a bottle and it seems to reset the investigating NPC. But if you interrupt a conversation, a lot of the scripting seems to fail (NPCs don't start routes or buttons don't work correctly. Other times, a save and reload, or reloading to an earlier state seems to be the only thing that works atm