View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0002220 | The Dark Mod | Coding | public | 21.05.2010 17:05 | 20.11.2011 21:48 |
Reporter | Springheel | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | resolved | Resolution | open | ||
Fixed in Version | TDM 1.07 | ||||
Summary | 0002220: AI_USE key for suspicious object | ||||
Description | We could use a "suspicious object" key for objects that AI should notice and be alerted by (the same way they notice weapons and blood). This could be used for arrows, as well as possibly moss, rope arrows, or mines. | ||||
Tags | No tags attached. | ||||
Basically, this should operate like the current AIUSE_MISSING_ITEM_MARKER tag. * meaning: The object is something suspicious * chance to notice: "chanceNoticeSuspiciousItem" * effects: If it doesn't belong to a friend, it will raise the level of alarm in the AI. AI plays "something suspicious" bark. It counts as evidence of an intruder. If alerted high enough, sets a flag to tell other AI that something suspicious has been seen. Some kind of spawnarg would be needed, like missing_item ones, for chance to notice, and level of alert caused if noticed. |
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We now have AIUSE_SUSPICIOUS, which adds to evidence of intruders. Does that solve this issue's problem? |
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Yes, I would consider this solved. | |
Date Modified | Username | Field | Change |
---|---|---|---|
21.05.2010 17:05 | Springheel | New Issue | |
20.03.2011 21:06 | Springheel | Note Added: 0003765 | |
19.11.2011 05:25 | grayman | Note Added: 0004162 | |
20.11.2011 21:47 | Springheel | Note Added: 0004171 | |
20.11.2011 21:48 | Springheel | Status | new => resolved |
20.11.2011 21:48 | Springheel | Fixed in Version | => TDM 1.07 |