View Issue Details

IDProjectCategoryView StatusLast Update
0002740The Dark ModAIpublic27.10.2011 05:20
Reportergrayman Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilitysometimes
Status closedResolutionfixed 
Product VersionTDM 1.05 
Target VersionTDM 1.06Fixed in VersionTDM 1.06 
Summary0002740: AI weapons sometimes cause bad pathfinding
DescriptionWhile testing the ability of an AI to relight darkened lights, I noticed that a torch-bearing Builder guard on patrol had pathing problems when I doused his torch before he reached a path_corner. He would reach the p_c, stop to relight his torch, then wander off instead of moving to the next p_c, which was back the way he'd come.

I discovered that the hammer on his back was being considered a pathing obstacle, and somehow it was upsetting the calculations as pathfinding walked its path tree. He was being given odd destinations to walk to as pathfinding tried to build him a path to get to his next p_c.

When I made the hammer a non-obstacle (since it's attached to him), the pathing problem stopped and he went back to his normal patrol route.
TagsNo tags attached.

Activities

grayman

grayman

26.04.2011 00:32

viewer   ~0003820

Ignore an AI’s attached weapon when looking for pathfinding obstacles.

rev. 4819:

ai_pathing.cpp
grayman

grayman

26.04.2011 00:40

viewer   ~0003821

Last edited: 26.04.2011 01:24

rev. 4820 - changed fix comment to include issue #
rev. 4821 - argh! - removed lingering debug statements

Issue History

Date Modified Username Field Change
26.04.2011 00:24 grayman New Issue
26.04.2011 00:24 grayman Status new => assigned
26.04.2011 00:24 grayman Assigned To => grayman
26.04.2011 00:32 grayman Note Added: 0003820
26.04.2011 00:32 grayman Status assigned => resolved
26.04.2011 00:32 grayman Resolution open => fixed
26.04.2011 00:32 grayman Fixed in Version => TDM 1.06
26.04.2011 00:40 grayman Note Added: 0003821
26.04.2011 01:24 grayman Note Edited: 0003821
27.10.2011 05:20 greebo Status resolved => closed