i think Lee just wanted some feedback to work on next week, perhaps checking if anything major is broken in the changes.
but to answer some of the comments... the core AI is still the same as the previous release, all i did was fix a few bugs and add some code to make them think about moving out of your cross-hairs... so if you're dying faster that is actually a good thing, means the AI is working more like it's intended to do - this is more of a design flaw in the level than anything to do with "bad" AI and the level itself has not changed since the first release - i'm sure you will be able to make better/fairer scenarios in your own games compared to Lee's little test map here
Quote: "Some bugs i have found, after the first player re spawn the AI next to me became invincible, almost a whole clip into the crowd surrounding me and not one dead, and after the second re spawn the counter showed i had ammo but the weapon just clicked as if it was out."
not seen the AI become invincible but yes, rapid fire weapons jam - this is a feature, press reload to un-jam it... though reloading in this map is never a good idea
Quote: "I did notice 2 characters running in a circle in sync and shooting as I came into line of sight .. almost a Ballet "
yep, characters not knowing what to do when reaching their intended destination is a bug - it was in the original too, one of the first things i noticed and reported but also one of the few bugs i was unable to find a (quick) fix for - it is on the list though
Quote: "maybe one need to work out the percentage of the player's body part if possible that is out in the open and from that work out and accuracy percentage for the AI , so that they also some times miss if they shoot at the player. "
i think running around is about the only thing that makes the AI miss?
accuracy is editable on the gun stats but i have no idea if it actually effects the AI, i'll have to test it (it does not)... but it would be nice to get access to AI accuracy in lua, yep, but not currently possible.
Quote: "and some following waypoints"
they do now have the idle / relaxed animations while patrolling at least (as requested above)