View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0001178 | The Dark Mod | AI | public | 25.09.2008 19:13 | 12.12.2008 17:50 |
Reporter | SneaksieDave | Assigned To | angua | ||
Priority | normal | Severity | normal | Reproducibility | sometimes |
Status | closed | Resolution | fixed | ||
Product Version | SVN | ||||
Fixed in Version | SVN | ||||
Summary | 0001178: Alert weirdness and stuck after flee task? | ||||
Description | This is split off from 0001143. Originally from: http://modetwo.net/darkmod/index.php?s=&showtopic=8269&view=findpost&p=163548 For reference see: http://72.8.59.188/TheDarkMod/temp/stuckalert.wmv That video doesn't show it all, as it was originally for the issue in 1143. Here's what I see though (partially reflected in the video). I pummel the guard so he flees (alert = 46.0000). His alert stays that high till he runs into the room, and rests for a few seconds. At that point, the alert level jumps from 46.0000 straight to 7.8000, no ramp down, and sits at 7.8000 indefinitely. If I enter the room, it will start to tick down again (this was the point of 1143, and is reflected in the video). This issue is basically about the 46->7.8 plunge of alert, and then getting 'stuck' at 7.8, after fleeing | ||||
Tags | No tags attached. | ||||
This was in fact intended behaviour. When fleeing is done, I set it to 7.8 (suspicious) to keep them from dropping back to agitated searching. The alert stays at this while the FleeDoneState is active (thus artificially prolonging suspicious alert level. When time is up or the AI is alerted, the FleeDoneState ends itself and ramping down works normally again. I could also let the alert ramp down while the AI is in FleeDoneState, but keep them from doing normal behaviour such as searching. An alert very soon after the AI stops fleeing would result in an immediate higher alert level. |
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The alert ramps down during FleeDoneState, and the state terminates itself when Suspicious alert level is reached or the AI becomes alerted. (no new pk4 yet) There are also spawn args for the duration of the FleeDoneState now, alert_time_fleedone and alert_time_fleedone_fuzzyness, which currently default to 60 and 20 seconds. |
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Okay it looks like it does ramp down steadily now, and the guard skips suspicious searching (in favor of just hiding/trying to find safety). So it looks like this is doing good. | |
Date Modified | Username | Field | Change |
---|---|---|---|
25.09.2008 19:13 | SneaksieDave | New Issue | |
26.09.2008 05:03 | angua | Status | new => assigned |
26.09.2008 05:03 | angua | Assigned To | => angua |
31.10.2008 13:04 | angua | Note Added: 0002143 | |
20.11.2008 21:30 | angua | Note Added: 0002168 | |
20.11.2008 21:30 | angua | Status | assigned => resolved |
20.11.2008 21:30 | angua | Resolution | open => fixed |
12.12.2008 17:50 | SneaksieDave | Note Added: 0002236 | |
12.12.2008 17:50 | SneaksieDave | Status | resolved => closed |
12.12.2008 17:50 | SneaksieDave | Fixed in Version | => SVN |