xyth said:
You just have to play around with it. I had the humans burst firing in A18, but something in A19 seemed to stop that and I never got back to it as most folks complain they fire too much already. If you find a way to make them fire faster let me know what that xml is and I can add that change to the pack.
Tried everything I could think of (except making ammo a projectile, which I suspect would "work" but then it's not really hitscan) and wasn't able to get the job done thru XML.
I figured if I can make them fire quickly then give them a cooldown, then it's the same no?
But at best, there's almost like a forced 1.5s CD in between each shot, and strangely enough this is limited by animation. Rifle being the "buggiest" while idle, zombie and even crawling they fire nonstop every half second, maybe there's something there? a place to start.
Unrelated to that, on my quest to make the
ranged NPCs a touch smarter, I found removing approachandattack entirely while adding a dose of painresist, runwhenhurt and runawayfroment works fairly well and maybe should be included on the base template.
As it is (at least for me, might have a mod messing somethings up) 90% of the time they run uncomfortably close up to something, can't fire/miss, and end up using melee.
I'm also not sure what's wrong with RangedAttackTargetSDX but the baked in one seems a bit more.. complete?
I have no knowledge of C# (or anything really, I'm out of my depth here lol) so if Sphere happens to read this and finds it interesting enough, there's no condition for melee in the SDX version.
EG: As I pointed above I gave NPCs some tools to keep distance, but when cornered they DO melee under the vanilla rangedattacktarget, never otherwise.