(10-15-2020, 01:30 PM)Superlagg Wrote: I'm partly responsible for secbots being this way, specifically that they patrol and summon properly.
The original plan was to have them be more of a nuisance, to discourage antags from standing still and finishing people off, with Beepsky as the exception that actually poses a major threat to any badguy and fill in for sec.
I think they did a great job before, filling those rolls without being needlessly awful.
But, after the changes I made, it highlighted a few other easily fixed jankbits in secbot behavior and code. Namely, the fact they had to wait before starting another chase path. This got fixed so that they never stop while chasing a perp.
But, secbots needed to not be moving to stun, or at least to telegraph that they are going to. I had put in a function to the movement proc to let it do a thing every step it takes, mainly to replace Beepsky's buggy attack-on-move thing. This got added to all the secbots for some reason, though.
So, secbots being so unbelievably annoying is partly my fault.
Here's what I can do:
Remove their attack-on-move thing (except from Beepsky)
Make them pause for a moment when they get to the end of a movement script
Make secbots ignore those fuckheads who take the Fuck With Security trait
Also, secbots can be built without using a stunbaton. Use a rod and some cables instead!
Honestly don't think changing them would be for the better.
At least not in this way. The only real problem is the spam, not the individual functions.
Which oof Chayot said... consider this a plus 1 on that statement.