"Not good" is when your officers attack the trees, which I've seen happen occasionally. A stronger term is probably needed for when your officers attack you, which I've only seen once, and that was the aforementioned "Assassin" incident.
Meanwhile, back to the "Defector" encounter:
I've still to sort out rewards for successfully helping, but I now have code for when you choose not to help. The defector runs for an exit and the pursuers try to attack. The AI is a bit broken; when they go into attack mode, they pause a moment, giving the defector a head start. What's puzzling me now is that if a pursuer does manage to get a sword strike in before the defector is out of range, it does 0 damage. This is consistent. I know the defector isn't immortal, partly because I can't find any code which makes him immortal, partly because I added a line to cancel immortality, and partly because I did an experiment in which I commented out the line to make him run. He just stood there, the pursuers were able to repeatedly hit him with swords and do no damage, but if I hit him then he did take damage. Pursuers are able to do damage; another experiment was to have one of them attack me instead of the pursuer, and he certainly damaged me.
But the basic mechanism works. The defector runs for an exit, the pursuers pursue, and when the defector disappears through the exit, the pursuers run for the same exit. Stupid AI: when they go from "LAi_ActorAttack" mode to "LAi_ActorRunToLocation", they stop for a moment while they put away their weapons, then start running again. If you take a shot at one of them and do enough damage to trigger the "LAi_SetCheckMinHP", they all turn round and attack you instead. The defector continues running but if you manage to finish off all three pursuers before he gets to the exit, he turns round and comes to thank you (killing all the pursuers triggers the same "LandEnc_Defector_KillAllPursuers" case that is triggered if you initially chose to help and then killed them, but only if the defector has not yet disappeared).
Meanwhile, back to the "Defector" encounter:
I've still to sort out rewards for successfully helping, but I now have code for when you choose not to help. The defector runs for an exit and the pursuers try to attack. The AI is a bit broken; when they go into attack mode, they pause a moment, giving the defector a head start. What's puzzling me now is that if a pursuer does manage to get a sword strike in before the defector is out of range, it does 0 damage. This is consistent. I know the defector isn't immortal, partly because I can't find any code which makes him immortal, partly because I added a line to cancel immortality, and partly because I did an experiment in which I commented out the line to make him run. He just stood there, the pursuers were able to repeatedly hit him with swords and do no damage, but if I hit him then he did take damage. Pursuers are able to do damage; another experiment was to have one of them attack me instead of the pursuer, and he certainly damaged me.
But the basic mechanism works. The defector runs for an exit, the pursuers pursue, and when the defector disappears through the exit, the pursuers run for the same exit. Stupid AI: when they go from "LAi_ActorAttack" mode to "LAi_ActorRunToLocation", they stop for a moment while they put away their weapons, then start running again. If you take a shot at one of them and do enough damage to trigger the "LAi_SetCheckMinHP", they all turn round and attack you instead. The defector continues running but if you manage to finish off all three pursuers before he gets to the exit, he turns round and comes to thank you (killing all the pursuers triggers the same "LandEnc_Defector_KillAllPursuers" case that is triggered if you initially chose to help and then killed them, but only if the defector has not yet disappeared).