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Let Actors Run Away Mutator [Beta-Branch]
   
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Content Type: Mutators
File Size
Posted
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5.239 KB
May 26, 2024 @ 12:49am
Jul 23, 2024 @ 2:48am
9 Change Notes ( view )

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Let Actors Run Away Mutator [Beta-Branch]

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.
18 Comments
fishbowls38 Apr 24 @ 7:39am 
@church ill try to see if they run away from armoured vehicles
Church  [author] Apr 23 @ 10:29pm 
@fishbowls38 I think they can, but I think I just made this like all simple-like (yet still kinda jank) where it's basically just "run from the opposite direction of enemies detected" which would just optimally work if those enemies are chasing so like zombies and stuff.
fishbowls38 Apr 23 @ 5:47pm 
do they run away from armored vehicles like tanks and APC's?
Timoruz Jul 25, 2024 @ 3:47am 
I think if added, that could be used even in normal games to add some self preservation to the bots.
Church  [author] Jul 24, 2024 @ 5:05pm 
I think it's possible, it's usually a matter of how to do it in a way that doesn't invite a whole lot of lag
Timoruz Jul 23, 2024 @ 11:10pm 
Wonder if it would be possible to have bots run when outnumbered, taking into account nearby friendly units vs nearby hostile ones. Seems complicated to do.
Church  [author] Jul 21, 2024 @ 11:14pm 
It has already been done
Burvy Jul 21, 2024 @ 8:05pm 
can u update it?
Church  [author] Jul 21, 2024 @ 5:33pm 
I forgot to remove that, it was for debugging so I'd see the new addition trigger immediately in testing
Panchuet Jul 20, 2024 @ 9:39pm 
i'm reporting the same bug mentioned in the comment below: everyone is spawning with only 20 hp