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IDProjectCategoryView StatusLast Update
0002259The Dark ModCodingpublic15.12.2018 06:51
ReporterSpringheel Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status closedResolutionfixed 
Product VersionSVN 
Target VersionTDM 2.00Fixed in VersionTDM 2.00 
Summary0002259: Animation state/transition code
DescriptionWe could do a lot of very neat, flexible things with the following system:

1. AI idles in position A (playing a single default animation, with perhaps some alternate random idles) This can already be handled by using a def_attached object and the "replace" spawnarg.

2. AI plays transition animation (like sit2stand) when alerted or triggered. This is the difficult stage, currently.

3. AI then behaves normally, until they are ready to go back to idling, at which point they can *either* play a transition animation back to their position A idle (stand2sit), OR they go back to a regular idle (probably wouldn't make much sense for an AI to hide back behind a crate again).
TagsNo tags attached.

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nbohr1more

nbohr1more

15.12.2018 06:50

developer   ~0010929

All the proposed capabilities seem to be encompassed in the new path nodes and RIT
changes that have existed since before 2.0 standalone.

AI already have many of these behaviors by default as well.

Issue History

Date Modified Username Field Change
11.06.2010 17:31 Springheel New Issue
11.06.2010 17:32 Springheel Status new => assigned
11.06.2010 17:32 Springheel Assigned To => greebo
29.04.2011 06:30 greebo Assigned To greebo =>
29.04.2011 06:30 greebo Status assigned => acknowledged
15.12.2018 06:50 nbohr1more Note Added: 0010929
15.12.2018 06:51 nbohr1more Assigned To => grayman
15.12.2018 06:51 nbohr1more Status acknowledged => closed
15.12.2018 06:51 nbohr1more Resolution open => fixed
15.12.2018 06:51 nbohr1more Product Version => SVN
15.12.2018 06:51 nbohr1more Fixed in Version => TDM 2.00
15.12.2018 06:51 nbohr1more Target Version => TDM 2.00