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IDProjectCategoryView StatusLast Update
0003474The Dark ModAIpublic09.10.2017 16:10
ReporterSpringheel Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status closedResolutionfixed 
Product VersionSVN 
Target VersionTDM 2.00Fixed in VersionTDM 2.00 
Summary0003474: Armed AI playing flee barks when uninjured
DescriptionNot quite sure what's going on with this one, but I was playtesting in Too Late. I got spotted by a bunch of AI inside the warehouse, and 3 of them came running over to me. I may have hit one with my BJ (can't remember), and then I leapt up onto the crates. The AI were all running around searching with their weapons out, but one of them (I don't know which) was shouting, "Help me!" "Help, he's coming after me!"

There are no unarmed AI in that map, so I'm not sure why any of the AI were playing that bark. Do armed AI flee when they see the player under any conditions? I had not killed or KO'd any AI, and if I'd dealt any damage at all, it was only a single blackjack swing.

Something to keep an eye out for.
TagsNo tags attached.

Activities

grayman

grayman

05.07.2013 18:24

viewer   ~0005637

Last edited: 05.07.2013 18:26

These are the conditions where an AI would flee:

1 - Reached combat state, but unarmed, or is marked "is_civilian" (armed or not).

2 - Has a ranged weapon, but no melee weapon, and finds himself in melee range (too close to use his ranged weapon). This seems like an odd one, since I'd assume that an archer, for example, should shoot arrows at you from any distance. Just yesterday I watched an archer run away from me, then turn and shoot. Maybe this needs to be looked at.

3 - Health level drops below "health_critical", regardless of whether they're armed or not.

4 - An unarmed or civilian AI is hurt in any way.

5 - Witnessed a death or KO, and is unarmed, or is a civilian.

6 - Hit by an arrow, and is unarmed, or is a civilian.

Springheel

Springheel

05.07.2013 23:54

administrator   ~0005641

Last edited: 06.07.2013 02:14

Ah, it was probably 2--there was an archer present. I don't have strong objections to him running back out of melee range before firing at you (seems like a prudent thing to do), but he probably shouldn't be playing his "flee" barks when he does it.

edit: I'd also be fine with him just shooting at any range, if that's easier.

grayman

grayman

07.07.2013 01:19

viewer   ~0005651

Turn off flee barking when an AI with a ranged weapon and no melee weapon gets too near an enemy. The AI will flee, then reassess his situation. If he can still see the enemy, he’ll start using his ranged weapon.

Fixed an old bug where an AI wouldn’t leave Flee Done State if he spotted an enemy.

Rev. 5820:

CombatState.cpp
FleeDoneState.cpp
FleeState.cpp
PainState.cpp
State.cpp
AI.cpp
AI.h
grayman

grayman

07.07.2013 01:21

viewer   ~0005652

I'm not marking this RESOLVED at this point.

If the original problem was caused by the archer yelling as he fled, this fix should correct that.

If the original problem was caused by something else, that's still around.

We'll see if the problem arises again.
nbohr1more

nbohr1more

09.10.2017 16:10

developer   ~0009432

No reports after v2.0

Issue History

Date Modified Username Field Change
05.07.2013 00:59 Springheel New Issue
05.07.2013 00:59 Springheel Assigned To => Springheel
05.07.2013 00:59 Springheel Status new => feedback
05.07.2013 01:00 Springheel Description Updated
05.07.2013 18:24 grayman Note Added: 0005637
05.07.2013 18:26 grayman Note Edited: 0005637
05.07.2013 18:26 grayman Note Edited: 0005637
05.07.2013 23:54 Springheel Note Added: 0005641
05.07.2013 23:54 Springheel Status feedback => assigned
06.07.2013 02:14 Springheel Note Edited: 0005641
06.07.2013 02:20 Springheel Assigned To Springheel =>
07.07.2013 01:19 grayman Note Added: 0005651
07.07.2013 01:21 grayman Note Added: 0005652
07.07.2013 01:21 grayman Assigned To => grayman
07.07.2013 22:17 grayman Status assigned => feedback
09.10.2017 16:10 nbohr1more Note Added: 0009432
09.10.2017 16:10 nbohr1more Status feedback => closed
09.10.2017 16:10 nbohr1more Resolution open => fixed
09.10.2017 16:10 nbohr1more Product Version TDM 2.00 => SVN
09.10.2017 16:10 nbohr1more Fixed in Version => TDM 2.00
09.10.2017 16:10 nbohr1more Target Version => TDM 2.00