In a multi-player game where one player becomes invisible, is the data about the invisible player sent to the enemy game clients?

In my 3d FPS game, there is a feature where a player could have it’s character become invisible for some time. The character is only invisible, they’re still there and can move around: the other players can try predict where they are and shoot them, and if they succeed the invisible character becomes visible again.

I’m worried about cheaters using aim bots and I’m wondering how I should handle the invisible characters in this context.

Wandering Enemy in unity

Im making a top down shooter in unity. The enemy ai travels straight to the middle before actually wandering when I put in the code. What should I do to fix that? I copy the code in this video:https://www.youtube.com/watch?v=FdNervYWmcE

using System.Collections.Generic; using UnityEngine;  public class EnemyWander : MonoBehaviour {     [SerializeField]     float speed;     [SerializeField]     float range;     [SerializeField]     float maxDis;     Vector2 Waypoint;     // Start is called before the first frame update     void Start()     {         setNewDes();     }      // Update is called once per frame     void Update()     {         transform.position = Vector2.MoveTowards(transform.position, Waypoint, speed * Time.deltaTime);         if(Vector2.Distance(transform.position,Waypoint) < range)         {             setNewDes();         }     }     void setNewDes()     {         Waypoint = new Vector2(Random.Range(-maxDis, maxDis), Random.Range(-maxDis, maxDis));     } }  

Can a creature under Dominate Person choose to willingly fail the saving throw from Calm emotion if the caster is viewed as an enemy?

The description of the Calm emotions spell says:

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes.

If a player controlled by Dominate Monster is asked to kill his allies, could he willingly fail the saving throw since he view them as ennemies and calm emotion could be "dangerous" for him?

Do Abjure Enemy effects last only one turn?

I play the Oath of Vengeance paladin and have came across a problem.

There is the Channel Divinity: Abjure Enemy description, which states:

As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

It sounds pretty good, but does anything forbid an abjured enemy from simply harming himself on his turn?

Enemy Follows the Player Even His Death Animation Triggered

I have a 2D game project and I am coding but still on learning level. If I put simply, its based on player’s escape and enemy follows to hurt him. Important case is, I am using A* PathFinding for this because there are obstacles for enemies and they need to pass them.(A stars pathfinding here: https://arongranberg.com/astar/ )

Problem is: Enemy following Player, wherever he goes on the flat rectangular scene, but when I kill enemy while following, his death animation triggered and he dies in 3 seconds but he still keeps following me while he is dying process going on and even when he is lying down on the ground. Simply flies to me.

What I need is to make him stop at that very location when his "isDead" parameter gets triggered. Because of A* using, I couldn’t find a way to do it and override A* somehow.

This is the code I use for attack when close to player, and isDead function:

public float stopDistance; private float attackTime; private bool isCloseForAttack; public float attackSpeed;  public void Update() {     animator = gameObject.GetComponent<Animator>();      if (player != null && !isDead)     {         if (Vector2.Distance(transform.position, player.position) > stopDistance)         {             animator.SetTrigger("isNotRunning");         }         else         {             animator.SetTrigger("isRunning");             if (Time.time >= attackTime)             {                 StartCoroutine(Attack());                 attackTime = Time.time + timeBetweenAttacks;             }         }     }      IEnumerator Attack()     {         player.GetComponent<Player>().TakeDamage(damage);          Vector2 originalPosition = transform.position;         Vector2 targetPosition = player.position;          float percent = 0;         while (percent <= 1)               percent += Time.deltaTime * attackSpeed;         float formula = (-Mathf.Pow(percent, 2) + percent) * 4;         transform.position = Vector2.Lerp(originalPosition, targetPosition, formula);         animator.SetTrigger("attackMove");          yield return null;      } } } 

Can a ranger pick two humanoid races as their favored enemy at level 1, and then two more humanoid races at level 6?

Can a ranger pick two humanoid races as their favored enemy at level 1, and then two more humanoid races at level 6 or level 14?

My reading of the Favored Foe feature is that any time the ranger chooses a favored enemy, be it at Level 1, 6 or 14, the ranger may alternately choose two humanoid races instead of one non-humanoid creature type. However, D&D Beyond does not allow a player to choose two more humanoid races at level 6 or 14 if they have previously chosen two humanoid races at level 1 or 6.

Is my interpretation of the Favored Foe feature incorrect, or is D&D Beyond’s implementation incorrect?

Note: My question is similar, but not a duplicate, to this one. That question is about a scenario where a ranger chooses a non-humanoid creature type as their favored enemy at level 1, and then wants to choose two humanoid races at level 6. My question is about a ranger who chooses two humanoid races at level 1, and wants to choose two more humanoid races at level 6.

Are enemy weapons and armour up for grabs as loot?

I am running the Starter Set Adventure (Lost Mine of Phelvander), and the majority of enemies have weapons and armour. For example every goblin has a scimitar, a shortbow, and leather armour.

When the PCs defeat them, do they obtain these as items?

I ruled at the time that armour is rendered useless by the fight but weapons can be looted. (And then the first NPC shopkeeper they met swindled them horribly, so that worked out OK). But I would prefer to know what the rules have to say on the subject, and I can’t seem to find an answer.

Can you Ready an attack with the trigger ‘enemy enters my reach’? If so, will you interrupt their movement on a hit?

Without using any feats, can a player with a reach weapon set that weapon to receive a ‘charge’ by the enemy, attacking them when they enter range? Or even a non-reach weapon? That is, can a player commit to using their attack action when an enemy crosses an arbitrary line with their movement? (Examples: Ready my glaive to attack when the orc gets 10′ away from me. Ready my shortbow to attack when the dragon enters 80′ from me. Ready my dagger in case the kobold comes adjacent.)

If this is possible, and the player’s attack hits, does it have any effect on the enemy’s remaining movement or other actions?

I think the answers are yes, and no, respectively.

How to work with Portent for replacing enemy rolls

It seems like, RAW, if a Divination Wizard is in the party then the DM would have to ask that player whether they want to interrupt the roll … on every single roll that any NPC makes.

That’s going to be really tedious 🙁 It could also sometimes include rolls that the players might not otherwise know had been made.

Clearly allowing the Wizard to make the call after the roll is known would be hugely broken, as would making a judgement as a DM as to whether they likely want to use it.

How do DMs normally handle that?

Is there any balanced way to apply Portent after the initial roll?