View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0002442 | The Dark Mod | Animation | public | 27.11.2010 12:03 | 06.10.2017 02:25 |
| Reporter | tels | Assigned To | |||
| Priority | normal | Severity | normal | Reproducibility | always |
| Status | closed | Resolution | unable to reproduce | ||
| Product Version | SVN | ||||
| Target Version | TDM 2.00 | Fixed in Version | TDM 2.00 | ||
| Summary | 0002442: sleeping atdm:ai_undead_zombie stands upright | ||||
| Description | If you put "sleeping" "1" on atdm:ai_undead_zombie, he just stands there upright, and disturbing him puts him "out of world bounds". See test/sleep.map for a test casse. | ||||
| Tags | No tags attached. | ||||
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Here is what the console says: WARNING: script/tdm_ai_base.script(1169): Thread 'thread_36': Divide by zero WARNING: clip model outside world bounds for entity 'atdm_ai_undead_zombie_1' at (16000271351819241064358739968 -312 0) WARNING: clip model outside world bounds for entity 'atdm_ai_undead_zombie_1' at (32000065744623712294550896640 -312 0) WARNING: clip model outside world bounds for entity 'atdm_ai_undead_zombie_1' at (48000338277034574076320940032 -312 0) and so on |
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The underlying cause seems to be that the "lay down" and "get up" animations are missing, this causes (apart from the "just stands there") the AI script to crash. Can't make the animations, but I fixed the script to simply skip the get-up animations, so if you now shoot the "sleeping while standing" zombie, it starts investigating and walking normally. |
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Is that going to mess things up for monster_zombie_alt01? That's the zombie that has the sleep animations. atdm:ai_undead_zombie has no sleep animations at all. |
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No, monster_zombie_alt01 is not afffected (he has the animations, so the script plays them), it only stops the crash that if the animation was missing, then the script did: * a divide by zero (hard crash!) * put the AI out of world bounds * then waited forever for the animation (which was not existing) to play Basically my change makes things degrade more graceful, but does not fix the underlying cause (the missing animations). (And I tested both zombies and the alt01 still works, the new one no longer vanishes and no longer crashes and then comes searching for the player, see test/sleep.map). One day that needs to be fixed, as mappers don't (and can't) know which AI has which animations or not. |
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| Yeah, it would be nice to have new animations for D3 creatures, but there's no way to do that at present. | |
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Sleeping Zombies exist in Alberic's Curse No reports as of 2.0 |
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| Date Modified | Username | Field | Change |
|---|---|---|---|
| 27.11.2010 12:03 | tels | New Issue | |
| 27.11.2010 12:05 | tels | Note Added: 0003338 | |
| 27.11.2010 12:17 | tels | Note Added: 0003339 | |
| 27.11.2010 12:17 | tels | Assigned To | => tels |
| 27.11.2010 12:17 | tels | Status | new => acknowledged |
| 27.11.2010 12:17 | tels | Assigned To | tels => |
| 27.11.2010 12:43 | Springheel | Note Added: 0003341 | |
| 27.11.2010 12:44 | Springheel | Note Edited: 0003341 | |
| 27.11.2010 12:46 | Springheel | Note Edited: 0003341 | |
| 27.11.2010 12:46 | Springheel | Note Edited: 0003341 | |
| 27.11.2010 12:47 | Springheel | Note Edited: 0003341 | |
| 27.11.2010 12:48 | Springheel | Note Edited: 0003341 | |
| 27.11.2010 12:49 | Springheel | Note Edited: 0003341 | |
| 27.11.2010 12:49 | Springheel | Note Edited: 0003341 | |
| 28.11.2010 10:52 | tels | Note Added: 0003354 | |
| 28.11.2010 10:52 | tels | Note Edited: 0003354 | |
| 28.11.2010 16:14 | Springheel | Note Added: 0003356 | |
| 04.12.2010 09:53 | tels | Category | Coding => Animation |
| 06.10.2017 02:24 | nbohr1more | Note Added: 0009414 | |
| 06.10.2017 02:25 | nbohr1more | Resolution | open => unable to reproduce |
| 06.10.2017 02:25 | nbohr1more | Product Version | => SVN |
| 06.10.2017 02:25 | nbohr1more | Fixed in Version | => TDM 2.00 |
| 06.10.2017 02:25 | nbohr1more | Target Version | => TDM 2.00 |
| 06.10.2017 02:25 | nbohr1more | Status | acknowledged => closed |