#Bots lose abilities in r2d1 SPECIFICALLY
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Kick them, this happens sometimes
Also you kinda want them (outside of team scans) to kill stuff
Well you can’t progress the team scan without them
Requires all 4
Yea ik which is why I said outside of team scans like as in when there isn’t a team scan
Oh o thought you meant “outside” like as stand outside the scans
Nononono
If this happens in future press esc and put their slot to nothing or players only
And after scan add them back
full team scan only means "everyone currently in the play session", does not actually require 4 people unless there are up to 4 real humans or 1-3 bots
Also R2D1 specifically very prone to bots not wanting to stand in bioscans... as well as stuck enemies due to the excavation equipment unfortunately having navmesh for enemies to spawn and then not know how to get to players
So it’s very hard to pathfind in r2d1 that explains why it’s only happening there
Well it can happen elsewhere
yeah enemy/bot pathfinding in R2D1 is very wonk unfort and it's not the only level but it is probably the most known one
StuckEnemyFix and BetterBots in part were both developed because of R2D1 lol
the bots shouldn't be not standing in them too often, if you dont wanna use it follow this process:
-Kick the bot for the the duration of the team scan and have it join back afterwards, and see if they stand in other bioscans
-If they do great, no problem
-If they refuse to this is usually only fixed by relaunching the game entirely for the host so you will need to to this for every team scan
Enemies tend to have more problems than bots do in R2D1 but they certainly both do
Here’s the thing if pathfinding is broken then why won’t they revive even when their standing in range
They prolly just got borked
Bots usually overprioritize reviving people and if they aren't then yes they got borked
(Insert gtfo is a game without bugs copy pasta)
oh also GlueFix was also developed again in part due to R2D1
it's a spitter bug festival
I’ve had no issues with enemies
That's good. You will notice it if the combat music keeps going when you seemingly killed all enemies, it's because some enemy spawned way in the back on top of equipment or something or failed to acquire a target
(every level is suceptible to this due to navmesh gen quirks)
They are a bit slow but that’s probably because of how long the tunnel is between spawn and the scan
yeah that's not a sign of being stuck, the stuck is like if you already did all bioscans but you still hear combat music like 30s later and there's no more wave of enemies in your face
It has happened to me in pubs numerous times
and as im sure you can imagine, it's quite annoying where they get stuck on the other side of the tunnel between spawn and alarm is because there's infectious fog there
just something to be aware of is all as you play
yup had that happen too lol
specifically with the Scout being down in the batch of fog near alarm door. sucks
Do you play with friends or just bots
Yeah but that’s one of rare opportunities when persision rifle is useful
Off and on
keep this on your notepad if you ever feel like looking around: EnemyAnimationFix and StuckEnemyFix. They'll stop enemies from getting stuck spawning on equipment, ensure they get targets to players, and improve the animation/visual feedback as they get damaged by your team since if you are host it might not be what your friends see and they might see enemies zip around a bit
and spitter bug is an audio bug which can make your game crash. It's bad when it happens as it mutes all sound before crashing inevitably. GlueFix addresses
R2D1 is a pretty long level, and the longer you are in a level with a lot of Spitters, more likely it is to happen
Hasn’t happened yet
Awesome. I lost a 90 minute attempt once due to it
Rip
Glad to know you haven't experienced it
I lost 2 hour run to it
Unrelated question but why does persision rifle scope not show enemies in fog but pdw does despite both being thermal scopes
PDW used to entirely ignore fog, it got nerfed a bit to be more like precision rifle
as for why it's that way, shrug
the precision rifle also got nerfed a bit too from its original incarnation
lost magazine size and I think reload was made a bit longer iirc
I still love the Precision Rifle
did you figure out yet it's a fully auto weapon
Yeah I don’t see the point of having a gun like it that one shots on headshots but a super bad debuffs like the reload and base damage when revolver does the exact same thing but without the dumb debuffs
Yeah but I don’t really use it that way
I sometimes do to blast down a Giant but usually I use it like a battle rifle and pop heads with it or 2 body shot
I use DMR + precision rifle combo to get good at aiming and it’s a deadly combo if used well
But very punishing
But that’s a skill issue not the guns fault
You might also wanna take a look at StaggerSync then. More handling regarding enemies that get shot but don't die (say you headshotted a Giant or Hybrid) to prevent animation desync
you will find a lot of funny animation quirks
enemies sometimes doing a cha cha slide after awhile in a level instead of running
lol
if you encounter any jank, with a small list of exceptions, we have bugfix plugins for them. Otherwise, most issues like these bots losing abilities can usually be fixed by leaving and rejoining if you are client or kicking the bot as needed and having them rejoin
I picture this is what the giants doing that would look like
unironically yes lol
it's more common for Strikers to do it but Giants can do it too
Oh and one more thing on this note: this game leaks memory over time which can lead to bots losing abilities and sentries not working before even more stuff happens
At a general pace, game should be restarted every 2-3 hours if not running MemoryLeakFix plugin
Gtfo is a game without bugs
Listen here, buddy
. GTFO is the pinnacle of flawless game design🫃 . ZERO bugs🐛 . Not a single one🚫. Every enemy spawn? Perfectly timed
. Every door🚪 ? Opens like it was handcrafted by Swedish🇸🇪 door artisans. You think you saw a glitch? WRONG
. That was an immersive emergent gameplay feature
. Enemy floating through the air✝️ ? That’s called aerial intimidation tactics
. Got stuck in geometry? Congratulations👏 , you just found a tactical cover position
. This isn’t a game — it’s a work of art🖌️ , polished so smooth it could be used as a mirror🪞 . 10/10
, no bugs🚫 🐛 , only features🦐 , stay mad, dont @ me
.
10/10 is accurate for the dev team called 10 chambers
This can happen sooner if repeatedly dropping into a level over and over too. It’s a real problem for our most experienced playgroups and speedrunners
Just ask moth what our run was like after just 20-30 mins or so of rapid redrops
Also @open fulcrum if you’re ever dropping into a level with uplinks and want to go back to lobby u need to drop all the way, otherwise u brick the level
What does brick mean
Idk I never tested it, only heard from speedrunning friends that speedruning uplink levels used to be bad cuz you couldn’t change seed without dropping all the way in
Unplayable
Uplink levels break really hard if you return to lobby before fully loading in. Sound will become insanely loud, text scrolls too fast, objectives will do weird stuff and it’s just a really not pleasant experience
So it’s playable just not a great experience
No guarantees the obj will complete itself when you complete it (extract scan just won’t spawn) but otherwise “yes”
Not something to big worry about, just fully load in before returning to lobby on those is all
@open fulcrum Sorry if I ping you but I've cleared R2D1 with 3 vanilla bots often, and I can assure you that it's 100% doable
There's nothing in R2D1 that makes them bork MORE than usual
The only thing you can try to be careful of is glitched spawns
Let me explain Both the first and second and 611 or 613 have a chance of spawning an enemy respectively on the dozer of the second room of the first zone or the box close to the bridge of the generator cluster room
Both those places end up spawning an enemy that cant move
On one hand this doesn't change much aside from having an enemy costantly up which means you are stamina capped
On the other hand I can see that fucking up bots behaviour somewhat, so I always check those places
Basically this (regarding spawning stuck enemies) but I'll be honest, I dont think I ever got bots failing to stand in a team scan in R2D1
as a whole its something I get very very rarely aside from extraction scans which aren't team in any map beside one.
Further more I’ve also done R2D1 with bots twice (and countless more if I didn’t die at the last thing) so it’s doable even for new players
My point was more about "bots lose abilities in R2D1 Specifically" being, with due respect to Riptide, untrue
Bots do get fucky but nothing in R2D1 makes them more than usual from my experience
The reason I’d say specifically was because that the only mission I’ve played where they are losing their abilities all other mission I’ve had no issues