To not flood the sticky with my questions I thought on making a thread where I'll post my problems/questions and hopefully people can help.
Okay so I'm testing the combat system on my project alive as in chapter 2 there will be combat and I'm having some issues that I can't understand and google search not helping.
1 - Can I animate only certain enemy attacks?
I don't need an animation sheet on the infected normal attack or bite but I need an animation on the bandit's attack as it's done with a gun. (Using blank pictures makes the event vanish for a second every time and using the same sprite sheet for each type makes the sprite show double)
2 - For some odd reason my character doesn't want to attack.
I checked controls I have it there, I don't exactly want to deal damage but I even tried changing the "weapon" damage from 1 to 100 still nothing. (In alive you don't fight but I want to have the option on pushing back the enemies which it's not working for me)
3 - Trying to make a ranged enemy and even tough I make it bow or even flail the retard goes melee and stands there.
Now I don't know what I changed but the 2nd enemy that should be attacking the infected goes to melee range and does nothing.
----------------------------------------------------------------
These are my issues for now hopefully people can help.
Thanks
(Once these are solved going to try objects against the infected and I don't know why but I think there will be issues and will need to post again :/ )
-Bump-
Any help please?
I stumbled upon another issue but the more important is now even the infected stopped attacking and I don't understand why :S
Anyway the infected use a "skill" for scratch or bite on which list do I have to make it so it attacks only infront of it not the sides too?
Thanks
For each sprite option you turn on, you have to make animations for every instance of the sprite. So if you turn on enemy action sprites, you have to make one for every enemy. If you don't want to make unique sprites, you can just copy, paste, and rename the standard sprites, and use empty sprites for the weapon.
Attacking works. You need to explain a little more what your problem is, because I am confused.
Did you set the range on the enemy that has a different weapon? That is the only thing I can think of that is missing for you.
You can make the skill a shooting skill with no explosion with 1 square of range, and it will hit only in front.
Man either the project is screwing up or I have no clue what's happening.
I have all sprite control options unticked but every time I press esc It's asking me for some sprites I have no use for nor I understand the need of.
First it asked me for projectile_skill_2 then projectile_enemy_4 now projectile_skill_1
WTF?
Something is seriously wrong here as I tried using a bullet sprite as place holder and they don't show until I press Esc to open menu... But there's more! The bullet I used as place holder doesn't go away but they remain on the map updating every time I open/close menu. (Note this is one of the projectile files I have no idea what they are being used for as the option is not even ticked)
Another odd thing is once I edited one of the enemies attacks from 2 skills only to an attack and skill it started attacking again using only the default attack not the skill and killed one of the events, now here goes another weird problem... Every time I opened/closed my menu the sound of a someone dying keeps on playing, every time.
So I say again wtf is happening to my project? I don't know what could be the cause..
--
The skills scratch and bite are currently listed under shooting/thrusting with 1 range but when they were attacking the enemies were able to hit diagonally too instead of only from the front.
--
Well for enemies no longer attacking I'm naming the event this:
Zombie \e[2] \g[2] \ai[01000000]
I'm using the help file as guidance and at first it worked but now they no longer attack just follow and keep on staring.
--
The supposedly ranged enemy is set this way:
(http://img24.imageshack.us/img24/8998/absq.png)
Yet it still goes melee where I want it to stay at ranged all the time. (Tried flail too but keeps on going melee)
--
Well I have the control to attack on R, have a weapon equipped with 0 damage and on the config it's set to pushback 2 squares but nothing happens ingame.
Don't know how can I explain it better than that without a demo or something.
Thanks for the help.
Any clue why those stuff happening?
I'm kinda losing all my patience trying to make it work....
I would just make a demo and upload it so we can take a look. It sounds like a lot of the basic features aren't working for you, which means that it probably isn't a simple thing to fix.
Ok so it seems I found the culprit on one of the problems or maybe more than 1.
This script:
http://www.hbgames.org/forums/viewtopic.php?f=11&t=74494
If placed under blizz abs doesn't seem to let the enemies attack from bow list but placing it over it seems to work. (Was afraid it would give an error as if I had to choose between the 2, that script would win as it's a must for the ambience of alive.)
This also seemed to fix the issue with the skill claw and bite and also my character unable to attack lol...
Still, how can I make the enemy try to stay at max range all the time when fighting instead of going melee? Trying to make a bandit fight an infected as a test but he keeps on rushing headon.
Thanks for telling me to do a demo else I wouldn't have found out the problem :P
So there's no way to make an enemy staying at ranged instead of going melee?
Ranged enemies should stay ranged. Post your config (part 1) so I can take a look.
Ok here's part 1:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-ABS by Blizzard and winkio
# Version: 2.84
# Auto-Generated Configuration Script
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# PART 1
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Copy-paste this auto-generated script into the script slot instead of Part 1
# of the default Blizz-ABS script.
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#==============================================================================
# BlizzABS
#------------------------------------------------------------------------------
# This is the master control, configuration, utility and battle process
# module for Blizz-ABS.
#==============================================================================
module BlizzABS
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Control
#----------------------------------------------------------------------------
# This module provides in-game control configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Control
CUSTOM_CONTROLS = true
DISABLE_DEFAULT = true
UP = "Key['W'], Key['Arrow Up']"
LEFT = "Key['A'], Key['Arrow Left']"
DOWN = "Key['S'], Key['Arrow Down']"
RIGHT = "Key['D'], Key['Arrow Right']"
PREVPAGE = "Key['P']"
NEXTPAGE = "Key['L']"
CONFIRM = "Key['E'], Key['Enter']"
CANCEL = "Key['Esc']"
ATTACK = "Key['R']"
DEFEND = "Key['G']"
SKILL = "Key[',']"
ITEM = "Key['Q']"
SELECT = "Key['O']"
HUD = "Key['V']"
HOTKEY = "Key['X']"
MINIMAP = "Key['M']"
RUN = "Key['Left Shift']"
SNEAK = "Key['Alt']"
JUMP = "Key['.']"
TURN = "Key['C']"
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Config
#----------------------------------------------------------------------------
# This module provides Blizz-ABS configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Config
# 2.1. # Basic Configuration
MAX_PARTY = 4
MAX_PETS = 1
MAX_MONSTERS = 1
MAX_SUMMONS = 1
CATERPILLAR = false
CORPSES = true
EMPTY_CORPSES = true
RECOVER_ON_LEVEL_UP = false
FULL_DEFEND = false
DIRECT_HOTKEYS = false
AUTO_GAMEOVER = true
DROP_AMMO = true
MENU_COLOR_TINT = 8
DISABLE_ABS_MODE = 0
ITEM_DROP = true
ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 80, 100)
GOLD_DROP = ''
GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
DROP_TIME = 65535
EVENT_LOCK = 40
ANIMATED_IDS = []
# 2.2. # Movement Configuration
PIXEL_MOVEMENT_RATE = 0
REPAIR_MOVEMENT = true
EIGHT_WAY_MOVEMENT = false
SNEAK_ON_CHARGE = false
NORMAL_SPEED = 3
RUN_SPEED = 4
SNEAK_SPEED = 2
JUMPING = 0
NO_JUMP_TAGS = []
ALLOW_JUMP_TAGS = []
NO_FLOOR_TAGS = [4, 5, 6, 7]
# 2.3. # Lag Prevention Configuration
INTELLIGENT_PASSABILITY = true
ABSEAL_AUTOKILL = true
ABSEAL_FACTOR = 4
DISABLE_ANTILAG_IDS = []
# 2.4. # Game Info Configuration
HUD_ENABLED = true
HUD_POSITION = 2
HUD_TYPE = 1
MINIMAP = false
HOTKEYS = true
ENEMY_HEALTH_BARS = 0
ENEMY_HEALTH_BARS_MATCH_WIDTH = false
BOUNCING_DAMAGE = false
WEAPON_DATA_MODE = [0, 0]
SKILL_DATA_MODE = [0, 0, 0]
ITEM_DATA_MODE = [0, 0, 0]
# 2.5. # Enemy Behavior Configuration
AI_DEFAULT_ATTRIBUTES = '01000000'
AI_DELAY_TIME = 40
VIEW_RANGE = 20
HEARING_RANGE_RATIO = 40
RESPAWN_TIME = 0
WALL_TAGS = [7]
NO_ENEMY_TAGS = [6, 7]
EXP_MODE = 2
KNOCKBACK_MODE = 2
# 2.6. # Animation Configuration
ANIMATIONS = true
SMALL_ANIMATIONS = true
DISPLAY_LEVEL_UP = true
LEVEL_UP_ANIMATION_ID = 0
FLEE_ANIMATION_ID = 0
CALL_HELP_ANIMATION_ID = 0
DEFEND_ANIMATION_ID = 0
UNSUMMON_ANIMATION_ID = 0
# 2.7. # Sprite Control Configuration
A_ACTION_SPRITES = false
A_WEAPON_SPRITES = false
A_DEFEND_SPRITES = false
A_SKILL_SPRITES = false
A_ITEM_SPRITES = false
A_IDLE_SPRITES = false
A_CHARGE_SPRITES = false
A_CHARGE_WEAPON_SPRITES = false
A_CHARGE_SKILL_SPRITES = false
A_CHARGE_ITEM_SPRITES = false
E_ACTION_SPRITES = false
E_SKILL_SPRITES = false
E_IDLE_SPRITES = false
E_CHARGE_SPRITES = false
E_CHARGE_SKILL_SPRITES = false
RUNNING_SPRITES = false
SNEAKING_SPRITES = false
JUMPING_SPRITES = false
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Alignments
#----------------------------------------------------------------------------
# This module provides alignment configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Alignments
GROUPS = [1, 2, 3, 4, 5, 6, 7]
LIFELESS_GROUPS = [5]
LINKED_GROUPS = [6, 7]
PERMANENT_GROUPS = [6, 7]
ACTOR_GROUP = 1
ENEMY_GROUP = 2
def self.enemies(id)
case id
when 1 then return [2, 3]
when 2 then return [1, 3, 4, 5, 6, 7]
when 3 then return [1, 2, 6, 7]
when 6 then return [2]
end
return []
end
def self.allies(id)
case id
when 1 then return [1]
when 2 then return [2]
when 3 then return [3]
when 6 then return [5, 6]
when 7 then return [5, 6]
end
return []
end
def self.neutral(id)
case id
when 1 then return [4, 5, 6, 7]
when 3 then return [4, 5]
when 4 then return [1, 2, 3, 4, 5, 6, 7]
end
return []
end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Weapons
#----------------------------------------------------------------------------
# This module provides weapon configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Weapons
def self.type(id)
case id
when 1 then return SPEAR # Main Actor Hands
end
return SWORD
end
def self.combo(id)
return 0
end
def self.projectile_speed(id)
return 5
end
def self.knockback(id)
case id
when 1 then return 1 # Main Actor Hands
end
return 1
end
def self.range(id)
case id
when 1 then return 1.0 # Main Actor Hands
end
return 1.5
end
def self.penalty(id)
case id
when 1 then return 40 # Main Actor Hands
end
return 16
end
def self.frames(id)
return [3, 3, 3, 3]
end
def self.charge(id)
return [CHARGENone, 0]
end
def self.charge_frames(id)
return [3, 3, 3, 3]
end
def self.consume(id)
return []
end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Skills
#----------------------------------------------------------------------------
# This module provides skill configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Skills
def self.type(id)
case id
when 1 then return [SHOOT, EXPLNone] # Claw
when 2 then return [SHOOT, EXPLNone] # Bite
end
return [DIRECT, EXPLNone]
end
def self.combo(id)
return 0
end
def self.projectile_speed(id)
return 5
end
def self.knockback(id)
case id
when 1 then return 0 # Claw
when 2 then return 0 # Bite
end
return 1
end
def self.range(id)
return 1.0
end
def self.penalty(id)
case id
when 1 then return 40 # Claw
when 2 then return 40 # Bite
end
return 24
end
def self.frames(id)
return [3, 3, 3, 3]
end
def self.charge(id)
return [CHARGENone, 0]
end
def self.charge_frames(id)
return [3, 3, 3, 3]
end
def self.trap(id)
return 10
end
def self.summon(id)
return [SUMMONPet, 0, 0]
end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Items
#----------------------------------------------------------------------------
# This module provides item configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Items
def self.type(id)
return [DIRECT, EXPLNone]
end
def self.combo(id)
return 0
end
def self.projectile_speed(id)
return 5
end
def self.knockback(id)
return 1
end
def self.range(id)
return 5.5
end
def self.penalty(id)
return 24
end
def self.frames(id)
return [3, 3, 3, 3]
end
def self.charge(id)
return [CHARGENone, 0]
end
def self.charge_frames(id)
return [3, 3, 3, 3]
end
def self.trap(id)
return 10
end
def self.summon(id)
return [SUMMONPet, 0, 0]
end
def self.drop_sprite(id)
return false
end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Enemies
#----------------------------------------------------------------------------
# This module provides enemy configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Enemies
def self.type(id)
case id
when 2 then return SPEAR # Zombie
when 3 then return SPEAR # Zombie
when 4 then return BOW # Bandit
end
return SWORD
end
def self.combo(id)
return 0
end
def self.projectile_speed(id)
return 5
end
def self.knockback(id)
case id
when 2 then return 0 # Zombie
when 3 then return 0 # Zombie
when 4 then return 0 # Bandit
end
return 1
end
def self.range(id)
case id
when 2 then return 1.0 # Zombie
when 3 then return 1.0 # Zombie
when 4 then return 6.0 # Bandit
end
return 1.5
end
def self.penalty(id)
case id
when 2 then return 40 # Zombie
when 3 then return 40 # Zombie
when 4 then return 32 # Bandit
end
return 16
end
def self.frames(id)
return [3, 3, 3, 3]
end
def self.charge(id)
return [CHARGENone, 0]
end
def self.charge_frames(id)
return [3, 3, 3, 3]
end
def self.delay(id)
return nil
end
def self.perception(id)
case id
when 4 then return [8, 60] # Bandit
end
return nil
end
def self.ai(id)
return nil
end
def self.destruct(id)
return 0
end
def self.respawn(id)
return 0
end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS::Combos
#----------------------------------------------------------------------------
# This module provides combo configurations.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Combos
def self.total_actions(com)
return 1
end
def self.commands(com)
return []
end
def self.anim_data(com)
return [0, [3, 3, 3, 3], '', false]
end
end
end
(Finding it weird that I have to double post to get a reply every time.)
Just give it some time Vexus, winkio just hasn't found the time to reply yet.
Wasn't exactly implying on winkio posting on the problems I'm having just in general.
Kinda feel the forums a little dead lately, very few reply/post nowadays.
Could also just be that no one else knows the answer.
I honestly believe that this is how the enemy is supposed to work. Have you ever tried a new project and test a projectile enemy for yourself? Do the actions mimic the enemies in your actual game?
I take as long as I need to in order to find the answer. There were a lot of possibilities that turned out not to be the problem, but I finally narrowed it down to the 'Actions' attribute on the AI. Without the actions attribute, the enemy stays at range, but with the attribute enabled, the enemy goes right next to the target. This is a bug in the AI which I will fix in the future, but for now, just disable the actions attribute and you should be fine.
Totally forgot to consider this... recall when you asked how to make the enemies not move backwards after attacking? That's probably why.
Didn't mean to offend you winkio sorry if it seemed like that.
So kk20 I either disable moving backwards every attack or disable movement?
Don't think I got it right.
I tried removing from the event name the action ai (You know \ai[01000000]) and also unticking the action for events that don't have an ai given but the bandit still goes melee.
that is because your ai is set to 01000000 by default in your config. Either manually set the enemy to 00000000 or change the config.
I changed the config and made it default unticked.
I'll try that tough, thanks for the help.
[Edit]
Nope, still goes melee.
Just so that I know we're on the same page, I'm talking about this:
Quote from: KK20 on December 23, 2012, 09:57:25 pm
lol got bored and found out where it happens. Part 2, Line ~6295
char.move_away_random(ai.target, false, ai.act.range)
Comment that out.
I tested it. Enemy moves in close (either next to me or one space away) and stands there attacking.
Doing something like this instead
if [1].include?(char.battler.id)
char.move_away_random(ai.target, false, ai.act.range)
end
can help with choosing what enemies you want to retreat.
I also take it you never tried my suggestion in creating a new project and see if the problem persists.
It's not that I didn't try on a new project (I didn't) but I would still essentially have the same scripts in the new project.
Now it could be the same as previously where a script might be conflicting but under blizz abs there's only inventory scripts, footstep/dynamic sound scripts and drago's fade effect script.
--
If I change it to that what do I need to add on the event name to define it?
Thanks for the help.
(Also I've been trying to find some projects which use blizz abs to check how they do the enemies ingame as after these issues are solved I have some other questions regarding having normal events turn hostile with a switch or whatever as I'll be needing this.)
The point was to make this new project have
ONLY BlizzABS (a clean, uneditted one) in it. We don't care about the other scripts your project has.
If you changed that edit I made to what I recently posted, the only way you can configure what enemies retreat or not is by putting the enemy's ID in the brackets.
if [1].include?(char.battler.id)
char.move_away_random(ai.target, false, ai.act.range)
end
As you see here, the enemy of ID 1 located in the database will retreat after attacking. If your gun-weilding bandits are ID 15, replace 1 with 15. If you have another enemy that fires projectiles and is of ID 23, then you do
if [15,23].include?(char.battler.id)
char.move_away_random(ai.target, false, ai.act.range)
end
Any enemy IDs not represented in the brackets (i.e. your zombies) will not retreat after attacking.
That does the trick, thanks.
To not spam the blizz abs thread I'd like some help on how to make enemies that die turn into unpassable corpses.
Drago said to make it trough an event call but I don't get how that can be possible when you can't know the location were the enemy will die.
So anyone mind shed some information for me?
Also I'm trying to make an infected destroy a door, I believe everything is set fine but sometimes the infected doesn't attack it but keeps on staring, sometimes it hits the door once then stops and when I try to go near the infected he starts hitting the door then comes to fight me.
Any idea why this is happening? My assumption is since I'm the primary target or whatever of the infected they lose focus on the door and try to get me eventough the passage is unpassable.
Thanks
Quote from: KK20 on January 05, 2013, 06:30:09 pm
The point was to make this new project have ONLY BlizzABS (a clean, uneditted one) in it. We don't care about the other scripts your project has.
If you changed that edit I made to what I recently posted, the only way you can configure what enemies retreat or not is by putting the enemy's ID in the brackets.
if [1].include?(char.battler.id)
char.move_away_random(ai.target, false, ai.act.range)
end
As you see here, the enemy of ID 1 located in the database will retreat after attacking. If your gun-weilding bandits are ID 15, replace 1 with 15. If you have another enemy that fires projectiles and is of ID 23, then you do
if [15,23].include?(char.battler.id)
char.move_away_random(ai.target, false, ai.act.range)
end
Any enemy IDs not represented in the brackets (i.e. your zombies) will not retreat after attacking.
I get a syntax error if I do that to part two of BABS, did I do something wrong? I wanted to test it for myself because I was wondering the same thing for a while.
Did you put it at the right spot? Post me your Part 2.
I can't post it here, because it exceeds the maximum 100000 character length for posts.
I uploaded it on pastebin instead: http://pastebin.com/d1rG3vpH
And yes, I made the edit on line 6295 like you said.
You forgot to put an extra 'end'.
elsif negative.include?(ai.target.ai.group) &&
Math.hypot(char.real_x-ai.target.real_x,
char.real_y-ai.target.real_y) < 384
# delete movement commands
char.force_move = []
# back off from reference target
if [1].include?(char.battler.id)
char.move_away_random(ai.target, false, ai.act.range)
end
end
Quote from: KK20 on January 18, 2013, 07:12:17 am
You forgot to put an extra 'end'.
elsif negative.include?(ai.target.ai.group) &&
Math.hypot(char.real_x-ai.target.real_x,
char.real_y-ai.target.real_y) < 384
# delete movement commands
char.force_move = []
# back off from reference target
if [1].include?(char.battler.id)
char.move_away_random(ai.target, false, ai.act.range)
end
end
Ah, thanks! :P It works now. Thanks for the help.
Bump still require help on this:
QuoteTo not spam the blizz abs thread I'd like some help on how to make enemies that die turn into unpassable corpses.
Drago said to make it trough an event call but I don't get how that can be possible when you can't know the location were the enemy will die.
So anyone mind shed some information for me?
Also I'm trying to make an infected destroy a door, I believe everything is set fine but sometimes the infected doesn't attack it but keeps on staring, sometimes it hits the door once then stops and when I try to go near the infected he starts hitting the door then comes to fight me.
Any idea why this is happening? My assumption is since I'm the primary target or whatever of the infected they lose focus on the door and try to get me eventough the passage is unpassable.
Thanks