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Probably because VJ recently updated.
wont work for rebels or combine at all weird
I find that weird because it worked perfectly before
Breaks Metro Cop Reload Animation with pistol
While in default AI as we know, there is a bug with most resistance npcs, when they try to use crouch cover low hint, the animation does not play right. Leaving them exposed for damage.
And over all the default AI sends them for slaughter anyway.
So i thought, if squads used ai_goal_standoff and their leader as the battle line target. Oh my.. That would be absolutely glorious.
Even Combine or any custom npc would greatly benefit from it.
So something like "npc_dynsquads_usestandoff" ? :D
So yeah, would try to create something myself but, yeah don't know Lua. :c
Anyway thank you so much for your effort.
Now this mod is beyond perfect.
"ERROR: Squad 'dyn_6466' has enemies in it!
monster_zombie doesn't like Metro Police (Police)"
Is it at all possible to have it just kick out the offending npc or sanity check something hasn't changed on it's own? There's no good way to disband the squad aside from all of it's members dying.
I think if one metrocop squad encounters a group of rebels and starts shooting, they should call in other squads for reinforcement
Is it the case?
I see something funny though - one squad of metrocops decided to just wander around the other side of the map, while all their teammates are fighting in deadly warfare (i've set the capture point)
npc_dynsquads_ignoremapcreated, default 0
Makes dynsquads ignore map-created npcs!
Made assaulting less deathball-ey
squads will now only call for backup globally if they're losing members
otherwise they'll calmly call for backup from a nearby squad
Leads to npcs hanging behind the front lines waiting for the right time to reinforce their teammates
+Add npc.dynsquads_NoYap per-npc-check