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IDProjectCategoryView StatusLast Update
0002870The Dark ModAIpublic01.10.2011 22:24
Reportergrayman Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status closedResolutionduplicate 
Product VersionTDM 1.06 
Summary0002870: AI see a weapon stim even if the weapon itself is destroyed
DescriptionFire a broadhead at metal or stone. The arrow breaks and leaves flinders behind. It also creates a weapon stim at the point of impact. The flinders are removed from the game after a short while, but the stim remains. Any AI passing by after the flinders are gone will see the stim, and raise the alarm that a weapon shouldn't be there, even though there's no visible weapon.
TagsNo tags attached.

Relationships

duplicate of 0001327 resolvedgrayman CProjectileResult remains indefinitely 

Activities

tels

tels

29.09.2011 21:34

reporter   ~0004052

This bug is related to 0001327 (if not a duplicate), and the issue is here basically that the "projectile result" object stays always around for a finite time (I believe 2 minutes).

So you either have it stay around when it doesn't make sense (at the impact of the arrow, but the pieces where flying away, and vanish a bit later; or when the arrow sticks, and the player removes it, the result is there for full X minutes, anyway), or it is not there when you need it (imagine an arrow breaking over the head of an AI and the bits falling down - the AI will not be alerted because the result is high above its head).

Making the projectile result object either more smart seems to be the solution (maybe simply binding it to the arrow and the arrow-pieces would already make it auto-vanish with them, and then adding a timeout to it where it self-destructs might do the trick already).
grayman

grayman

01.10.2011 17:17

viewer   ~0004056

If an arrow is stuck in a wall, why have a self-destruct timer?

The timer for a broadhead is 2 mins. If I shoot an arrow into a wall, it stays there forever until I frob it. But the stims stop after 2 min.

Why should the behavior be different for an AI that comes upon the arrow at the 1-min mark (alerted) than for an AI that comes upon it at the 3-min mark (not alerted)?
tels

tels

01.10.2011 18:18

reporter   ~0004057

That's a good question (I did not design it that way, btw).

I guess the reason is that if the arrow is there long enough, the AI stops caring. Or it is performance related (fire 20 arrows in a wall - game slows down to a crawl?)

Also, the self-destruct was not meant for the arrow (it should definitely stay indefinitely), but for the stim object. No sense in keeping it around if the stim is gone.

It might be best first to define what should actually happen in each case, and then change the code to implement that (however it would work).
grayman

grayman

01.10.2011 22:23

viewer   ~0004058

This is a duplicate of 0001327.

Issue History

Date Modified Username Field Change
26.09.2011 15:39 grayman New Issue
29.09.2011 21:31 tels Relationship added related to 0001327
29.09.2011 21:34 tels Note Added: 0004052
01.10.2011 17:17 grayman Note Added: 0004056
01.10.2011 17:18 grayman Assigned To => grayman
01.10.2011 17:18 grayman Status new => assigned
01.10.2011 17:19 grayman Target Version => TDM 1.07
01.10.2011 18:18 tels Note Added: 0004057
01.10.2011 22:23 grayman Note Added: 0004058
01.10.2011 22:23 grayman Status assigned => closed
01.10.2011 22:23 grayman Resolution open => duplicate
01.10.2011 22:23 grayman Target Version TDM 1.07 =>
01.10.2011 22:24 grayman Relationship replaced duplicate of 0001327