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IDProjectCategoryView StatusLast Update
0001626The Dark ModAIpublic26.03.2010 07:38
Reporterangua Assigned Toangua  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status closedResolutionfixed 
Summary0001626: Path nodes that are only chosen when the AI is in idle / alert idle
DescriptionIshtvan: 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.
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Activities

angua

angua

19.01.2009 14:37

manager   ~0002303

Last edited: 20.01.2009 18:15

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...).

Springheel

Springheel

20.01.2009 00:47

administrator   ~0002305

Wow, I didn't expect that so fast! :)

Issue History

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