GATE BUG
Yes, this has been a bug with the pathfinding system since gates were first introduced.
Whenever the new Havok engine is implemented, it will likely fix this, and several other, pathfinding/AI related issues.
But to gather info. on the topic, are you telling the char to Close and Lock the gate, or are you manually doing it while the char is away from the gate?
I have been able to avoid this bug for a while simply by not having the char perform the action and to have more than 1 gate to enter and exit your outpost.
Whenever the new Havok engine is implemented, it will likely fix this, and several other, pathfinding/AI related issues.
But to gather info. on the topic, are you telling the char to Close and Lock the gate, or are you manually doing it while the char is away from the gate?
I have been able to avoid this bug for a while simply by not having the char perform the action and to have more than 1 gate to enter and exit your outpost.
If that is the case, then just build a second gate to your base somewhere else and leave that one open all the time.
So long as there is at least one open gate, your chars won't be running back to the gate to open it.
So long as there is at least one open gate, your chars won't be running back to the gate to open it.
Just to clarify the workabout, the second gate has to be built pretty much along the same length of walls as your first gate. I tried building a disconnected gate + wall somewhere else within my outpost and my guys were still running to the main entrance to open the gate before getting anything else done. After I built a second gate along the most outer layer of walls, even if it leads to nowhere, my guys are more interested in this gate rather than the entry one. The second gate can be closed and opened as and when they feel like doing so, as long as they keep the one at the entrance closed and locked to prevent enemies from sneaking in.
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