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It does, just not to this degree
should be implemented
Her crying animation also matters, what I said only truly works if you've got a bigger flashlight and threat_hostile range, but it's in the vanilla Witch alright, as my Witch has an increased hostile_range.Not modded behavior just increased the base cvars.
Interesting to note that hostile_range and flashlight work together. The flashlight range cannot be longer than hostile_range, at this point she will ignore it.
without this mod, walk up to a witch to start her "agro" state. once that state is started, then turn on your flashlight. you will notice her agro state grows much faster.
this addon just makes it so you do not need to "pre" agro her for the effect to work
if the witch is about to attack a survivor, and they flash her with the flashlight, she gets instantly triggered, you made this for nothing.
NetProps.SetPropFloat(witch, "m_wanderrage", 1.0)
NetProps.SetPropFloat(witch, "m_rage", 1.0)
"m_rage" is usually used to change witch's aggression to certain survivor nearby, with 0.0 as the most secure state & 1.0 as the climax where she gets angry. You can use this as the alternative to freely control witch's anger other than from cvars. & you might also need to set "CommandABot" with "BOT_CMD_ATTACK" to order witch to certain survivor if it's a bot, or "TakeDamage" with only 1 damage. For example:
if(NetProps.GetPropFloat(witch, "m_rage") > 0.9)
{
if(!IsPlayerABot(culprit))
{
witch.TakeDamage(1, 1, culprit);
}
else
{
CommandABot({ cmd = DirectorScript.BOT_CMD_ATTACK, bot = witch, target = culprit });
NetProps.SetPropFloat(witch, "m_wanderrage", 1.0);
NetProps.SetPropFloat(witch, "m_rage", 1.0);
}
}