View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0001104 | The Dark Mod | AI | public | 12.09.2008 05:15 | 03.01.2020 06:19 |
Reporter | HappyCheeze | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | SVN | ||||
Target Version | TDM 2.00 | Fixed in Version | TDM 2.00 | ||
Summary | 0001104: Gas arrows leak through glass and doors | ||||
Description | I have knocked out guards that are next to glass or a door, by shooting the gas arrow at the door or glass at head level. | ||||
Additional Information | The glass in question has the same thickness as the door, about 4 units thick. The said door was the atdm:door_96x48_3hinge. | ||||
Tags | No tags attached. | ||||
Don’t allow gas arrows to leak through barriers. If the stim can find a path through a barrier, however, and the opening is close enough to the target, the target will react. Don’t allow gas stims to be processed on KO’ed or dead AI, or doused lights. Don’t allow gas stims to be processed on AI bodies that have heads. The heads will deal with the response. Fix bug introduced with delayed visual stim work (0002924). Fire arrows give off visual stims in flight, but the arrow is removed upon impact. Needed to account for a null stim source when the visual stim delay expired. Gas and fire arrows now impact at the water’s surface. Gas arrows will give off the gas cloud, and fire arrows will create a puff of smoke. Adjusted where the mouth is on AIs. rev. 5734: AI_events.cpp Physics_Liquid.cpp Physics_RigidBody.cpp Actor.cpp Actor.h Game_local.cpp Game_local.h Projectile.cpp Projectile.h AI.cpp AI.h rev 13406: Tdm_weapon_firearrow.def Tdm_weapon_gasarrow.def |
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There are probably instances where the architecture looks like it will allow the stim to work, and it doesn't. And vice versa. Finding openings through barriers is a tradeoff between complete coverage and not performing too many traces. For the cases where a wall stands between the stim and the entity, however, the entity should never react. |
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A further fix is necessary to handle the case of separate flames and holders. Rev. 5796: Game_local.cpp Game_local.h |
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Date Modified | Username | Field | Change |
---|---|---|---|
12.09.2008 05:15 | HappyCheeze | New Issue | |
12.09.2008 11:57 | greebo | Status | new => confirmed |
06.04.2013 14:11 | grayman | Relationship added | related to 0000048 |
06.04.2013 14:11 | grayman | Assigned To | => grayman |
06.04.2013 14:11 | grayman | Status | confirmed => assigned |
09.04.2013 19:53 | grayman | Note Added: 0005287 | |
09.04.2013 19:53 | grayman | Status | assigned => resolved |
09.04.2013 19:53 | grayman | Resolution | open => fixed |
09.04.2013 19:53 | grayman | Fixed in Version | => TDM 2.00 |
09.04.2013 19:53 | grayman | Target Version | => TDM 2.00 |
09.04.2013 19:55 | grayman | Note Added: 0005288 | |
17.05.2013 14:15 | grayman | Note Added: 0005477 | |
03.01.2020 06:19 | stgatilov | Relationship added | related to 0005017 |