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NPC tracking players 300+ meters

No Response 1.0.4

Have bots shooting players who are 300 meters away.  It seems to have happened once I enabled custom spawn points.  When I switch back to non-custom spawn points those npcs stop having that behavior.

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I also just updated to 1.0.4. same time so idk if coincidence.  I cant seem to replicate it.  It just seems to be a random one here or there is shooting a player who is 200-350 meters away and running straight towards them.  Deaggro range should be like 50m in config

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Thanks for the additional info.
If it's a rare case then it's most likely a player who aggrod the npc then ran/drove/flew/teleported away.

The npc giving up does work on deaggro range, but it also requires a break in line of sight, to make the npcs seem a little less stupid, and to stop people 'glitching' the threshold.

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Not sure its rare its happening quite frequently ever since I set a bunch of custom spawn points and updated to 1.0.4.  It didnt happen at all before today.    Ive had about 5 players say they are being tracked super far away just in the last half hour after I set custom spawn points and updated.  I'll revert back to non custom spawn points and see if it stops.

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Alright, thanks.
I'll do some testing over here but so far all looks well.
I have a custom profile, 1 custom spawn point, peacekeeper false, and aggro/deaggro at 10.
I'm standing pretty close to him and being ignored.

Once I hit him he doesn't care how far away I am, as it was in BotSpawn.
I don't suppose those 5 players are cheeky snipers? 😛

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As soon I turned off custom spawnpoints for all monuments it stopped happening so far.  I set about 200 custom spawn points on 5 monuments when it started happening.  It wasn't all bots. Only 1 out of like 30 bots in the area having insane line of sight on a player.  If they go around a mountain or hill then it stops tracking

Edited by KingSizeKevin

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Thanks for all the good info.
If it's 1 npc vs a specific player, then that's easier to track down.

I do crank the aggro range through the roof if someone snipes an npc, so that the npc can lock on and defend.
Perhaps player A has sniped an npc, upping his aggro range, then later that same npc has locked on to some one else in line of sight, but far away.

if that turns out to be the case, I'll improve it.

 

 

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