I've tested few time ago, and it works fine 4 me.
I even tested goldel ally and he works fine too, their behaviour is as expected.
adding Desiccated Priest.fpe for comparision (just in case)
;header
desc = Desiccated Priest
;ai
aimain = fantasy\ai_fantasycreature_priest.lua
soundset = fantasy
soundset1 = audiobank\fantasy\Evil Priest.wav
;orientation
model = Desiccated Priest.X
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 100
collisionmode = 21
fixnewy = 0
skipfvfconvert= 0
ragdoll = 1
FULLBOUNDS = 0
CPUANIMS = 0
;visualinfo
textured = Desiccated Priest_D2.dds
effect = effectbank\reloaded\character_basic.fx
transparency = 0
;identity details
strength = 100
ischaracter = 1
hasweapon =
isobjective = 0
cantakeweapon = 0
defaultheight = 0
;anim
animspeed = 100
animmax = 1
anim0 = 10,70
playanimineditor = 1
;AIAnims (Classic + Zombie)
csi_relaxed1 = 10,70
csi_relaxed2 = 10,70
csi_relaxedmovefore = 10,70
csi_cautious = 10,70
csi_cautiousmovefore = 10,70
csi_unarmed1 = 10,70
csi_unarmed2 = 10,70
csi_unarmedconversation =
csi_unarmedexplain =
csi_unarmedpointfore =
csi_unarmedpointback =
csi_unarmedpointleft =
csi_unarmedpointright =
csi_unarmedmovefore = 270,302
csi_unarmedmoverun = 270,302
csi_unarmedstairascend =
csi_unarmedstairdecend =
csi_unarmedladderascend1 =
csi_unarmedladderascend2 =
csi_unarmedladderascend3 =
csi_unarmedladderdecend1 =
csi_unarmedladderdecend2 =
csi_unarmeddeath =
csi_unarmedimpactfore =
csi_unarmedimpactback =
csi_unarmedimpactleft =
csi_unarmedimpactright =
csi_inchair =
csi_inchairsit =
csi_inchairgetup =
csi_swim =
csi_swimmovefore =
csi_stoodnormal = 10,70
csi_stoodrocket =
csi_stoodfidget1 = 10,70
csi_stoodfidget2 = 10,70
csi_stoodfidget3 = 10,70
csi_stoodfidget4 = 10,70
csi_stoodstartled =
csi_stoodpunch =
csi_stoodkick =
csi_stoodmovefore = 270,302
csi_stoodmoveback = 270,302
csi_stoodmoveleft = 270,302
csi_stoodmoveright = 270,302
csi_stoodstepleft =
csi_stoodstepright =
csi_stoodstrafeleft =
csi_stoodstraferight =
csi_stoodturnleft =
csi_stoodsubtleturnleft =
csi_stoodvault =
csi_stoodmoverun = 270,302
csi_stoodmoverunleft = 270,302
csi_stoodmoverunright = 270,302
csi_stoodreload =
csi_stoodreloadrocket =
csi_stoodwave =
csi_stoodtoss =
csi_stoodfirerocket =
csi_stoodincoverleft =
csi_stoodincoverpeekleft =
csi_stoodincoverthrowleft =
csi_stoodincoverright =
csi_stoodincoverpeekright =
csi_stoodincoverthrowright =
csi_crouchidlenormal1 =
csi_crouchidlenormal2 =
csi_crouchidlerocket =
csi_crouchdown =
csi_crouchdownrocket =
csi_crouchrolldown =
csi_crouchrollup =
csi_crouchmovefore =
csi_crouchmoveback =
csi_crouchmoveleft =
csi_crouchmoveright =
csi_crouchmoverun =
csi_crouchreload =
csi_crouchreloadrocket =
csi_crouchwave =
csi_crouchtoss =
csi_crouchfirerocket =
csi_crouchimpactfore =
csi_crouchimpactback =
csi_crouchimpactleft =
csi_crouchimpactright =
csi_crouchgetup =
csi_crouchgetuprocket =
Nvidia here non amd, running 2017.05.12.
Edit: I've notice in ai_fantasyally_imp.lua
GetEntityPlayerVisibility(e) being missed, just add it, and it looks like working better than before.
I've never has tested golden ally, he kill both priest and reptilian, I has been just looking the scene, great ally!!!
it should look like...
PlayerDist = GetPlayerDistance(e)
GetEntityPlayerVisibility(e) -- add this line
AIObjNo = g_Entity[e]['obj']
3com
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