View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002654 | The Dark Mod | AI | public | 24.02.2011 20:41 | 27.10.2011 05:17 |
Reporter | sotha_sil | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | closed | Resolution | fixed | ||
Platform | Win32 | OS | Windows | OS Version | XP |
Product Version | TDM 1.03 | ||||
Target Version | TDM 1.05 | Fixed in Version | TDM 1.05 | ||
Summary | 0002654: Map start triggered cutscenes kill floating AI's | ||||
Description | Normally when a map is started, slightly floating AI's fall to the ground unharmed. If the mapper creates a cutscene, which is started by the worldspawn targetting the script call entity, the AI's that are not placed PRECISELY to the ground will be killed. AI's placed accurately on the ground will survive. AI's that float only a few units above the ground level will die. My guess (just a mapper here) is that floating AI's are 'falling' the whole time during the cutscene. When the cutscene ends, the AI hits the ground, receives huge amount of damage and dies. Do note that if cinematic 1 property is given to the floating AI's, they will survive as they fall down normally during the cutscene. | ||||
Steps To Reproduce | Create a script call entity. Target the entity from the worldspawn. Make a script that does normal cutscene things (camera views), with long enough delay (10s for example). Place a floating AI. Place another AI precisely on the ground. Floating AI will die just after the cutscene. | ||||
Tags | No tags attached. | ||||
Confirmed with a test map. The assumption that velocity is accrued by a non-cinematic AI is correct. By the time the non-cinematic AI begins to think, the code thinks he's fallen from a great height, enough to kill him when he hits the floor. |
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AIs not involved in a map-start cinematic suffered falling damage when finally allowed to think. Incrementing a non-cinematic AI’s m_lastThinkTime during a cinematic (even though the AI isn’t thinking) eliminates the falling damage. Also changed the way interleaved thinkers start up. They’re allowed to think each frame for the first few frames to settle them down and get their tasks started. After that, interleaved thinking kicks in for them. The single-frame thinking was being keyed off the frame number, assuming this type of settling occurred in framenumbers 0->10. For non-cinematic AI that start thinking when the frame number has already advanced considerably, we can no longer key off the frame number. Created a new counter so an AI gets these single think frames he needs independent of the frame number. rev 4662: ai.cpp ai.h game_local.cpp |
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Date Modified | Username | Field | Change |
---|---|---|---|
24.02.2011 20:41 | sotha_sil | New Issue | |
07.03.2011 01:36 | grayman | Assigned To | => grayman |
07.03.2011 01:36 | grayman | Status | new => assigned |
07.03.2011 02:57 | grayman | Note Added: 0003712 | |
07.03.2011 02:57 | grayman | Status | assigned => confirmed |
07.03.2011 20:53 | grayman | Note Added: 0003722 | |
07.03.2011 20:53 | grayman | Status | confirmed => resolved |
07.03.2011 20:53 | grayman | Resolution | open => fixed |
07.03.2011 20:53 | grayman | Fixed in Version | => TDM 1.05 |
07.03.2011 20:53 | grayman | Target Version | => TDM 1.05 |
27.10.2011 05:17 | greebo | Status | resolved => closed |