In the most recent AC release (from 1.64.0 onwards) NPC path following behaviour has changed
In previous versions, if "Wait Time" was non-zero, then the NPC paused for that length of time at each node. But when the player entered the scene they started moving along the path immediately
Now, they pause for the "Wait" length of time when the player enters the scene
That behaviour might be technically more correct, but I much preferred the old way, as it made it look as if they were in the middle of actually doing something, not just standing idly around twiddling their thumbs waiting for the player to appear
I'd like to be able to replicate the old way if possible, but I can't see any simple way to do it, so any suggestions welcome
P.S. For the time being I've amended Char.cs, to add back the following code at around line 739, and that's restored the old behaviour, but I'd really prefer a less hacky fix (perhaps a "Pause at Start Node?" option, or something):
if (targetNode == 0 && prevNode == 0)
{
SetNextNodes();
}
else if (activePath.nodeCommands.Count > targetNode)
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