View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002870 | The Dark Mod | AI | public | 26.09.2011 15:39 | 01.10.2011 22:24 |
Reporter | grayman | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | closed | Resolution | duplicate | ||
Product Version | TDM 1.06 | ||||
Summary | 0002870: AI see a weapon stim even if the weapon itself is destroyed | ||||
Description | Fire 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. | ||||
Tags | No tags attached. | ||||
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). |
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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)? |
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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). |
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This is a duplicate of 0001327. | |
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 |