Make an escorted character wait for a fast player and still catch up
Escort quests go wrong in two ways: the companion stops and starts at every step so it jitters, or it falls so far behind that the player has to walk back, and the mission becomes a chore. Here is a calm way to wait, resume and, as a last resort, jump ahead.
Why this works
Anything that flips at a single line will flip again and again when the player stands near it. Giving stopping and starting different distances leaves a quiet zone, and a jump to a new spot is acceptable only where nobody can see it.
When not to use it
Do not make the partner wait where the game is a chase and standing still would be absurd, such as an escape under fire. There let the partner keep pace and slow the player's route instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- A diagram of every state
- 25 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make an escorted character wait for a fast player and still catch up" (read_entry escort-partner-waits-then-catches-up) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP