UncleFesterson
New member
Hi,
I am having an issue with this police AI detaining system that I am implementing using the Ride and Rideable abilities (I tried making new abilities, but failed miserably thanks to my inferior understanding of scripting). Right now the cop NPCs can “detain” both the player and other NPCs by triggering the Ride/Rideable abilities when their handcuff items are equipped and are within close range of a target. But when the behavior tree runs the next task to have the police AI walk back to their patrol car with the target, both characters just stand there shaking. At first I thought it was a collision issue so I disabled horizontal and vertical collision detection on the detained NPC, yet nothing changed. So I don’t know what to do next unfortunately.
I am having an issue with this police AI detaining system that I am implementing using the Ride and Rideable abilities (I tried making new abilities, but failed miserably thanks to my inferior understanding of scripting). Right now the cop NPCs can “detain” both the player and other NPCs by triggering the Ride/Rideable abilities when their handcuff items are equipped and are within close range of a target. But when the behavior tree runs the next task to have the police AI walk back to their patrol car with the target, both characters just stand there shaking. At first I thought it was a collision issue so I disabled horizontal and vertical collision detection on the detained NPC, yet nothing changed. So I don’t know what to do next unfortunately.