Set Companion behavior via Emotes menu

With the Companion update, we got three cute, but non-functional emotes.
I would like to have some more emotes that set companion behavior and perhaps a special emote tied to the module it has installed.

Generic commands:
Come => Calls the companion back to the player.
Heel => Companion remains within a close radius of the player. This is a persistent mode.
Free => Default behavior.

Module based emote:
This is one emote that acts based on the module installed.
Spotter => Will mark the specific target or closest target if no target selected.
Medic => Heals you with the best healing kit in inventory or perhaps drops a Paramedic Response Pack if it has that?
Scavenger => Loots specific target or nearest lootable object.

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How about, and hear me out on this, it uses the most APPROPRIATE health kit in its inventory?

Like, when you’re at 25% health and it decides to use a Simple Health Kit because that’s the first one in the load order. Does it have Advanced Med Kits? Of course it does, you’re not a slouch. You stocked the pupper up with appropriate kits for all levels of triage. So why isn’t your doggo using them? How hard is it to code a simple check to match the %healed of the kit with the %health_lost of the player?

Yeah it’s pretty sporadic today.
I used the medic module hoping it would stay closer and not run off chasing down some random mob.
Many situations where my health was a low and it would not try to heal me, and when it did it seemed pretty random what kit it used.

So some more consistency to the healing at will would be nice, and then the module based emote action could be a “I REALLY need a heal here buddy!” action.

Sounds good.
I just tried this module once on my second world.
It didn’t work at all, but maybe just my health was still too high.

There should be some configuration options, depending on which module you use.

Like a range of health in which the companion heals you, for example if health is below 30 or within 1 to 50.

Or the spotter could get the option to define the range of spottet machines… For example within a radius of 100m.

Or the scavenger could get the option to collect everything or just stuff that is marked as favorite.

As with everything else I post, I experimented. The rule seems to be that your health has to get lower than the healing of the medkit the Medic Pupper is going to use, which will be the first one in its inventory. So if you load Advanced Kits first, you have to be below 25% remaining health for the Medic module to kick in. And the Pupper can’t be sidetracked with attacking or it won’t break off until it kills whatever it’s attacking. So you need to adjust the load order of the kits in inventory depending on what you’re doing. Skirmishing in the field, load Simples first. Attacking bases or Reapers, load Advanceds in first.

Try adjusting what size you have in the first slot of your pupper and see if it starts making sense. I noticed that any module other than the basic one means the doggo is useless in a base assault, so I put that one back on in place of Spotter and Medic.

Medic was underwhelming, like the DLC guns. Spotter was Ok, but Pup never highlighted the one I was going after, which made him less useful than switching to binocs and highlighting something myself.

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