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On virtually every pirate ship i board, there's a small landing bay that has 1 or 2 turrets and a pirate npc. By the time I traverse the space between my beam-in site for my mech and the pirate ship, the pirate npc is dead, evidenced by some pixels or some other item drop, and the 1 or 2 turrets are damaged some...
I'd like to request a fix for this error :)
What's an ERM?
Not saying that it's ABSOLUTELY terrible, just very odd.
Probably would make more sense if it were to affect just humanoids, though.
BANDITO: ZOINK I OPEND YOUR TRAPDOOR!
HOOMAN: How?
BANDITO: its easy just pressing the big button next to it. also il kill u now
HOOMAN: NO PLS
I should download this, and i will
LOVE IT!
https://pbs.twimg.com/media/CgldEYQU8AA2MPn.jpg
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=753337799 .
I know the whole behavioral system changed and the mod was outdated even before then - so it would need totally rebuilt by someone.
I could see though making the rest a seperate mod, but personally I wouldn't mind that stuff added to this. Some might want only the door behavior.
One thing they didn't have - and I haven't looked into how difficult/possible this is - would be NPCs capable of using weapon abilities just like the player. That might be impossible to directly use the normal ability's code, but emulating something similar for NPCs might be possible.
Another thing would be if the NPCs could use skyrails (perhaps a powered version of the hook). That would open up the possibility for crazy NPC village designs. The basic function wouldn't be bad, but I dunno about pathing.
Are you going to expand this to cover the other NPC behavioral changes? Or just this aspect of Enemies Aren't Stupid?