Well, it does not do so now . With some more goofing about I noticed the lvl 4 guards actually gun for me when the alarm goes off. I tried comparing those guards in Unreal Editor, but their AI settings look exactly the same to me. It may be because the lvl 4 guys are tied to an alarm, while the level 1 guys aren't?Jonas wrote:I don't know. I thought it worked, actually. I know it did at one point.
Thanks. Found it, applied it, confirmed it working just fine. Add locked Raving and Phasmatis doors to the fixlist .Well it's a pretty simple function, so it should be quite straight-forward to copy the part of the function that closes the door but not the part of it that locks it. Just search for SealDoor() and you'll find the encapsulated function somewhere in one of our parent classes.
EDIT:
Additional fix: A2 now knocks down (or atleast tries) when telling him to go ahead and do so...