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[DOUBLE VERY-UNSTABLE] guards behaviour issues

Open Regalis11 opened this issue 10 months ago • 3 comments

Discussed in https://github.com/FakeFishGames/Barotrauma/discussions/15643

Originally posted by DrBruhman February 17, 2025

Disclaimers

DOUBLE VERY-UNSTABLE: DOUBLE VERY-UNSTABLE

What happened?

melee friendly fire while arresting crouched target 0 weird stun gun aiming/arm swinging

https://github.com/user-attachments/assets/de09d8fa-a12b-46e2-8882-2ccb6ede37b0

inventory management: dropped guard's items dropped guard's items inventory at the moment fixing the leak inventory at the moment fixing the leak

infinite battery glitch (just need to keep'em alive and with empty stun baton) infinite battery glitch they wont use a stun baton when there no battery, its gets removed and thus they will not spawn a new battery, switching to knifes and other melee when they should use stun baton for arrest.

the message where i started posting guard testing shenanigans (baro-unstable) https://discord.com/channels/103209684680323072/668819422919524352/1341053495561949194

Reproduction steps

just mess around guards while using 10 different cheats commands

Version

v1.8.3.0 (Very-Unstable)

Which operating system did you encounter this bug on?

Windows

Relevant error messages and crash reports

no errors )

Regalis11 avatar Feb 20 '25 13:02 Regalis11

this one get my account flagged as spammy while i was replying in discussions lmao from https://github.com/FakeFishGames/Barotrauma/discussions/15643 :

I Could not steal infinite batteries (Only the one they had) during say, unconcious, stunned, dead or other state that allows access to the inventory unless controlling them. I could only get this to occur if you stunned them, took the battery then let them become concious again and fight so they could resume combat which point spawns a new battery that is promptly used on the player? Given the relations and odds to get attacked back, this doesn't seem too abusable for what you get. but if its a larger issue maybe it could be improved.

i was controlling FriendlyNPC team character while testing this so i had full access to guard's inventory while they trying to arrest godmode target. pretty sure i and others can exploit that with locking guards in low oxygen room and reviving them with little requirement like sufficient medical skill to hold security guard conciseness long enough to spawn another battery

regarding the items they drop - When using the cleanup order (which they do after retrieving stolen items) they generally do not drop their items only picking up some stolen items/weapons and the rest to the floor if they cant fit them into the inventory to cleanup, and if their inventory is full will use the hand slot when available for floor cleanup. I could not get security to drop their body armour or other items with the exception of a full inventory, while having a hull breach or other emergency like fire, and them being the one to take a diving suit over other outpost NPC's and/or a welding tool if needed. which in those very specific circumstances makes more sense for them to lose an item or two in order to fix the breaches. im sure theres an issue here but it would be helpful to know exactly the circumstance that causes it without resorting to manually filling their inventory.

security guard is holding confiscated items (not stolen) on themself indefinitely. as you can see on screenshot with inventory at the moment fixing the leak they have confiscated tools and revolver.

DrBruhman avatar Feb 20 '25 17:02 DrBruhman

Couldn't repro that aiming issue. Melee friendly hits fixed in FakeFishGames/Barotrauma-development#6331.

itchyOwl avatar Feb 25 '25 13:02 itchyOwl

Tested against release/summer-update commit https://github.com/FakeFishGames/Barotrauma-development/commit/8203b68809bb5fb48e086bedfbdefa9a77d2da97

  • [ ] They will friendly fire with stun guns (And quite easily at that try to just shoot through an ally if its diagonal or upwards shooting, even though it obviously will hit the head/torso with no chance of hitting the target).

  • [ ] the time taken between reloading the stun gun (After firing the shot) and shooting it again, they stop aiming the stun gun (Likely as it no longer contains ammunition). this causes them to occasionally fling their arm instead of maintaining the aim, thus they can at times aim for far too short of a duration to fire in the right direction fully. In a straight corridoor this tends to hit but slightly low (waist/leg), but has issues if their diagonally below or above. its even possible they sometimes fire in the opposite direction when the character rotates briefly too. since one shot usually downs a target its best tested under godmode.

  • [ ] Before, I recall I couldn't easily stun the security, now it seems far easier in this version with the effects and shaking on the floor, making it far simpler to stun stick a security, take a battery and have a new one spawn when they get up to immediately stun again.

  • No melee friendly fire observed.

  • They will use a stun baton even if no battery is available and thus still reload it.

  • Was only able to get guards to drop their armour/helmet with a full inventory, in cases where they needed to fix leaks or such. They did not drop their own inventory when dealing with too many stolen items.

NilanthAnimosus avatar Jun 11 '25 18:06 NilanthAnimosus