Tuesday, December 15, 2009

RR Companions Vault v5.1 Upcoming, Part IV

Escaping prisoner idea didn't fly.

The code to flag them as escaping and set them as hostile just will NOT fire.

Rather than spend ten more hours fucking with it, I'm just going to write it off.

On the up side, I think I've got the prisoners to stay the hell in their cells.

Maybe.

I dunno. Loading up for a final test, now. If they won't stay, I can further restrict how far they roam from their Xmarkers. Failing that, I can always tie them to set "patrol" paths within the cells, and not let them sandbox. Not as lifelike, but sometimes ya gotta do whatcha gotta do...

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