View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0001626 | The Dark Mod | AI | public | 19.01.2009 10:33 | 26.03.2010 07:38 |
| Reporter | angua | Assigned To | angua | ||
| Priority | normal | Severity | normal | Reproducibility | have not tried |
| Status | closed | Resolution | fixed | ||
| Summary | 0001626: Path nodes that are only chosen when the AI is in idle / alert idle | ||||
| Description | Ishtvan: If you have a guard with a regular patrol, but then add some pathnodes where occasionally he goes off and sits in a chair to relax for a few minutes (or any other casual activity), what happens when the AI is on 'high alert'? After he has chased the player and lost him, and is now patrolling with his sword out (no idle animations play during this state, correct?), it doesn't make a lot of sense for him to wander off and sit in a chair. Yet as far as I know there is no way to change behaviour for AI who are on high alert. | ||||
| Tags | No tags attached. | ||||
|
There are now two new spawnargs, "alert_idle_only" and "idle_only" that can be set on paths. The paths are then only chosen when the AI has / has not seen evidence before (enemy, corpse...). |
|
| Wow, I didn't expect that so fast! :) | |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 19.01.2009 10:33 | angua | New Issue | |
| 19.01.2009 10:36 | angua | Description Updated | |
| 19.01.2009 14:12 | angua | Status | new => assigned |
| 19.01.2009 14:12 | angua | Assigned To | => angua |
| 19.01.2009 14:37 | angua | Note Added: 0002303 | |
| 19.01.2009 14:37 | angua | Status | assigned => resolved |
| 19.01.2009 14:37 | angua | Resolution | open => fixed |
| 20.01.2009 00:47 | Springheel | Note Added: 0002305 | |
| 20.01.2009 18:15 | angua | Note Edited: 0002303 | |
| 26.03.2010 07:38 | greebo | Status | resolved => closed |