View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0001962 | The Dark Mod | Coding | public | 05.10.2009 15:06 | 26.03.2010 07:39 |
| Reporter | SneaksieDave | Assigned To | angua | ||
| Priority | normal | Severity | normal | Reproducibility | N/A |
| Status | closed | Resolution | fixed | ||
| Product Version | SVN | ||||
| Summary | 0001962: Limit range of absence marker alerts? | ||||
| Description | http://modetwo.net/darkmod/index.php?/topic/9089-contest-entry-thiefs-den-2-the-chalice-of-kings-by-fidcal/page__view__findpost__p__195201 (etc; has been mentioned a few times so far) It might be desirable to have or be able to limit the range of someone noticing something gone missing. When a guard is a room away and down the hallway and notices something missing, it really makes it hard on the player to steal such an item; every guard who passes that area will become alert and pass it around. I'm not sure if it's done with a stim, but if so, can the range be limited (and/or limitable) per mapper? If it's based on sight alone, is there anything that can be done to make AI not see these stimuli from so far away? Typically a mapper wants a specific guard to notice it, and no one else. | ||||
| Tags | No tags attached. | ||||
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Right now its just a stim with two main spawnargs: absence_noticeability and absence_alert (how much should this alert the AI). I'll take a closer look at State.cpp and find out better how this system works. |
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I think the most realistic system would be to do an 'absence check' every minute that an AI has the object in their FOV. The absence_noticeability would continue to be the chance an AI notices, for each check (not cumulative). Don't know if that would be too bad for performance though. Otherwise, an AI standing in front of a missing loot object checks only once. If they don't notice it *immediately*, they'll never notice it (unless they leave and come back). It would also be desirable to include a slight delay, so AI don't react to the object the exact moment they turn a corner. In real life a person would take a few moments to realize it was gone and react. |
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| S/R radius (and other properties) can be defined using custom absence marker entity defs. | |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 05.10.2009 15:06 | SneaksieDave | New Issue | |
| 21.10.2009 17:54 | Mortem Desino | Note Added: 0002703 | |
| 29.10.2009 23:38 | Springheel | Note Added: 0002727 | |
| 22.11.2009 16:51 | angua | Status | new => assigned |
| 22.11.2009 16:51 | angua | Assigned To | => angua |
| 22.11.2009 16:52 | angua | Note Added: 0002747 | |
| 22.11.2009 16:52 | angua | Status | assigned => resolved |
| 22.11.2009 16:52 | angua | Resolution | open => fixed |
| 26.03.2010 07:39 | greebo | Status | resolved => closed |