#Improve Paintcan traps and add back their animation

1 messages · Page 1 of 1 (latest)

high gate
#

Paintcan traps in the FG don't really work or look too good, as you can see in the video I sent, the AI just waits for the door to be fully open before walking through and during that the paintcan just falls to the ground and most of the time becomes empty and even during those occasions where the paintcan DOESN'T empty itself after hitting the ground, the AI then just awkwardly walks into it instead of being actually hit by it.
This could be fixed by just making the AI walk through the door while opening it.
Along with this I also suggest you add back the paintcan trap animation that can be seen in both the Gameplay Prototype and E3 Trailer (shown in the videos below) so it looks like the AI actually gets hit with the paintcan instead of just not reacting and then realizing they're covered in paint.