The first enemies I noticed who were unable to use transitions properly were leeches from the CEP.
-henesua
1: it appears to happen with both door and floor type transitions, but seems to occur more often with floor type
2: yes all transitions have valid waypoints
3:
http://pastebin.com/6wZM7eHnThe custom coding I've added is this part
// Stop enemies from chasing players into other areas. Returns them to their spawn point.
if(GetLocalInt(oClicker, "PLACED") == 1){
location lSpawnLoc = GetLocalLocation(oClicker, "SpawnLoc");
AssignCommand(oClicker, ClearAllActions());
AssignCommand(oClicker, ActionJumpToLocation(lSpawnLoc));
ForceRest(oClicker);
return;
}
All manually placed creatures are tagged with the PLACED variable when they spawn. Their location is also stored when they spawn, which is what "SpawnLoc" is referring to.
Modifié par EzRemake, 12 novembre 2013 - 03:17 .