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Post Posted: 21 Jul 2013, 21:30
Bug Horse wrote:Why?
Post Posted: 21 Jul 2013, 22:56
Post Posted: 22 Jul 2013, 00:49
Post Posted: 22 Jul 2013, 01:15
Post Posted: 22 Jul 2013, 08:16
Mister_Prophet wrote:I imagine there will be a few hitches that will need ironing out for these packs. All part of the process. I can foresee certain bits of Xidia and Seven Bullets that will likely be a pain.
Post Posted: 22 Jul 2013, 21:18
Post Posted: 24 Jul 2013, 02:16
Post Posted: 25 Jul 2013, 23:35
.:..: wrote:In Unreal.ini, change:[Engine.GameInfo]bAlwaysEnhancedSightCheck=falseThat makes so AI is startled from seeing player through invisible and transparent surfaces.
Post Posted: 25 Jul 2013, 23:49
Post Posted: 26 Jul 2013, 01:36
Bug Horse wrote:UBerserker wrote:It should be an actor property set to Off by default rather than an user-configurable option.Why? You'd have to edit maps to turn it off and on.
UBerserker wrote:It should be an actor property set to Off by default rather than an user-configurable option.
UBerserker wrote:Because I find the feature (I'd call it a bug) per-se useless and also dangerous.
Post Posted: 26 Jul 2013, 03:40
Post Posted: 26 Jul 2013, 04:54
Post Posted: 26 Jul 2013, 05:40
Post Posted: 26 Jul 2013, 06:58
Post Posted: 26 Jul 2013, 08:03
ividyon wrote:I don't see how it's clunky at all; making it a per-actor property feels much clunkier to me. There are users who want monsters to be less retarded, which is likely why this change was implemented in the first place. If that effect is not desired, it can be turned off in the game settings... what is the problem with all that?
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