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Arbiter AI fault

Posted: Mon Jan 01, 2007 5:57 pm
by Ardis
In one of my mods, I tried to remove the Arbiter's cloaking field and now the Arbiter flees at the sign of any damage instead of fighting back like it should.

Re: Arbiter AI fault

Posted: Mon Jan 01, 2007 6:58 pm
by IskatuMesk
Sounds like it's using the AI action instead of the normal commands. A lot of the strings are duplicates but do not function in the same way as each other.

Re: Arbiter AI fault

Posted: Wed Jan 03, 2007 4:31 pm
by Ardis
The weird part is that I copied the exact same AI tab on DatEdit from the Battlecruiser and it still runs. The way I went about removing the Arbiter's cloak field was by altering the Idle actions of the Arbiter in the AI, but I think I'll just return it to normal until I can find a way to get it to work otherwise..

Re: Arbiter AI fault

Posted: Wed Jan 03, 2007 5:41 pm
by IskatuMesk
Might be a hardcoded flag or something.

Re: Arbiter AI fault

Posted: Wed Jan 03, 2007 7:00 pm
by Ardis
Odd, I turned everything back to normal and the Arbiter still runs at first shot. It turns out that it acts the same way on an unmodded game, I even checked specifically.