XCOM 2
Raider Faction: Rogue XCOM Operatives
Darkling Mar 6, 2023 @ 12:50am
Bug reports
The AI for the medic has a warning in the logs about a missing delegate.

I think this is the correct AI behaviour
+Behaviors=(BehaviorName=RogueMedicMoveToTroubled, NodeType=Sequence, Child[0]=IsAbilityAvailable-StandardMove, Child[1]=SetDestinationNextToTroubledTeammate, Child[2]=SelectAbility-StandardMove) +Behaviors=(BehaviorName=SetDestinationNextToTroubledTeammate, NodeType=RogueXComMedicAction)
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Darkling Mar 7, 2023 @ 1:36am 
The sniper's AI conflicts with similar AI from the other raider factions. Use custom behaviour names starting from the existing behaviour HaveHighPriorityTarget_Sniper_RogueXCom to correct this
+Behaviors=(BehaviorName=HaveHighPriorityTarget_Sniper_RogueXCom, NodeType=Sequence, Child[0]=SetTargetStack-SniperStandardFire, Child[1]=FindHighPriorityTargetRogueXCOM, Child[2]=HasValidTarget-SniperStandardFire) +Behaviors=(BehaviorName=FindHighPriorityTargetRogueXCOM, NodeType=RepeatUntilFail, Child[0]=NotHighPriorityEvaluateTargetRogueXCOM) +Behaviors=(BehaviorName=NotHighPriorityEvaluateTargetRogueXCOM, NodeType=Sequence, Child[0]=SetNextTarget, Child[1]=TargetIsNotHighPriorityRogueXCOM) +Behaviors=(BehaviorName=TargetIsNotHighPriorityRogueXCOM, NodeType=Inverter, Child[0]=TargetIsHighPriorityRogueXCOM) +Behaviors=(BehaviorName=TargetIsHighPriorityRogueXCOM, NodeType=Sequence, Child[0]=TargetIsNotCivilian, Child[1]=TargetNotTeamTheLost, Child[2]=TargetNotTeamXCom, Child[3]=TargetKillableOrFlanked, Child[4]=IsNotObjectiveUnitOrAnObject, Child[5]=AddToTargetScore_1000, Child[6]=UpdateBestTarget)
Last edited by Darkling; Mar 7, 2023 @ 1:51am
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