Also for some reason my output log is taking up 8 gigs of memory.

I admit I had a divide by zero error but why did it fill up the output log to the point of nearly crashing my computer…
Other news, I reworked the bot deaths so they spray oil everywhere:
This is a oil material I made in gimp, then randomly subdivide and throw on walls. The oil material I made from an awesome blood splatter tutorial here: https://www.gimpusers.com/tutorials/blood-splatter-texture

Which long story short, it’s just the “sparks” brush grey-scaled. But still….
I also did another pass on the AI to 1.) stop it from following you while it was reloading and 2.) To keep it moving during a fight.
#2 was done by adding a list of positions where the bot received damage last


Then I made an eqs query context to basically make the bot shy away from where it was shot before.

To fix #1 it was just a weird quirk of ai services objects. The way I’m looking at the player is via a service (Called PatrolBot2FaceTargetService), which runs every 0.5 seconds that sets a “focus” variable for the ai controller. This essentially just turns the controller to the object it wants to “focus” on.

The issue was that that green guy was running after it stopped going down the “findFiringPosition” leg. So you never really cleared out the focus on the character. So a quick fix is when the bot reloads it drops all focus

Here’s the results of the two:
Honestly I think its already helping out with making fights a bit more dynamic.
I also added bot teams so I can start doing stuff like this:
I want to somehow get the eqs setup so it is a bit more random, you can see both of the top two bots moving upwards to find the next “good” position, which is scored more from where they’re at. I think I’ll need to do some kind of radius check? Not sure yet.
There still other issues to sort out also…