View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0004293 | The Dark Mod | AI | public | 05.03.2016 12:19 | 08.03.2016 10:56 |
Reporter | Spooks | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | always |
Status | closed | Resolution | no change required | ||
OS | Windows | OS Version | 7 | ||
Product Version | TDM 2.03 | ||||
Summary | 0004293: AI visual acuity argument appears to be broken | ||||
Description | Setting the visual acuity argument on an AI to anything besides 1.00 (0 to 0.99) does not reduce their visual acuity but does render them completely blind. Unsure if this is TDM or DR's fault, but it appears to be an on/off switch rather than a percentage slider as it stands. | ||||
Steps To Reproduce | Set up 3 unarmed AI in a brightly lit testmap. Set one AI to visual acuity of 1, the next to 0.5 and the third to 0. While the first AI will be able to see you, the other two will only be able to raise their alert levels by aural and tactile stimuli. | ||||
Additional Information | Tested on Dark Radiant 2.0.3 x64. Unsure if this problem extends to audio and tactile acuity because those are harder to test. The workaround to this is using the drunk factor, but while this works for reducing visual acuity, it also reduces all other senses and is obviously a workaround rather than a solution. | ||||
Tags | No tags attached. | ||||
from a quick testing round, giving any value (including 1) to the AI for acuity_vis makes them blind because all the acuity values are divided by 100 in idAI::Spawn, and setting a value of 0.99 for acuity_vis will return you 0.00999999978. Given that the default value in float tempFloat = spawnArgs.GetFloat( va("acuity_%s", g_Global.m_AcuityNames[ind].c_str()), "100" ); is "100" makes me think that maybe the values were originally intended to be on a 1-100 scale. Giving them integer values between 1 and 100 seems to work properly. A value of 50 makes them spot me at half the distance of 100. |
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acuity_vis is a percentage value in the range of 0->100. Where does it say it's supposed to be 0->1.00? From tdm_ai_base_def: "editor_float acuity_vis" "AI visual acuity (in percent)" "acuity_vis" "100" |
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The range in DarkRadiant's AI menu is 0->1.00 | |
Ok, I see that. This problem should be filed against Dark Radiant, not the Dark Mod. |
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I'm closing this problem. Please reopen it against Dark Radiant, and be more specific: "The AI tab shows visual AND audio acuities ranging from 0->1.00. They should range from 0->100." |
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Date Modified | Username | Field | Change |
---|---|---|---|
05.03.2016 12:19 | Spooks | New Issue | |
05.03.2016 15:29 | Agent Jones | Note Added: 0008049 | |
05.03.2016 15:48 | Agent Jones | Note Edited: 0008049 | |
08.03.2016 02:25 | grayman | Note Added: 0008050 | |
08.03.2016 09:21 | Agent Jones | Note Added: 0008051 | |
08.03.2016 10:51 | grayman | Note Added: 0008052 | |
08.03.2016 10:52 | grayman | Note Edited: 0008052 | |
08.03.2016 10:55 | grayman | Note Added: 0008053 | |
08.03.2016 10:55 | grayman | Status | new => closed |
08.03.2016 10:55 | grayman | Resolution | open => no change required |
08.03.2016 10:56 | grayman | Note Edited: 0008053 |