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IDProjectCategoryView StatusLast Update
0002872The Dark ModCodingpublic11.10.2011 17:53
ReporterSpringheel Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilitysometimes
Status resolvedResolutionfixed 
Product VersionTDM 1.06 
Target VersionTDM 1.07Fixed in VersionTDM 1.07 
Summary0002872: AI should Notice Ropes
DescriptionHighly damaging to suspension of disbelief when a guard walks right past a hanging rope and doesn't even comment.

http://modetwo.net/darkmod/index.php?/topic/12798-ai-should-notice-ropes/page__p__262367__hl__rope__fromsearch__1&#entry262367
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grayman

grayman

11.10.2011 17:53

viewer   ~0004067

Last edited: 11.10.2011 20:48

AI will spot a rope and walk to it to investigate. If a long rope is dangling down several floors, AI on those floors that see the rope will investigate at their level. Spotting a rope depends on FOV and illumination of the rope. A new state, ExamineRopeState, was added to handle this behavior.

Investigating a rope means walking to the rope, looking at the rope’s origin (at the arrow), looking at the rope’s tail, and starting a general vicinity search.

An AI that doesn’t spot a rope via the stim, but walks into the rope, will react to the rope.

Rope arrow stims stay until the arrow is frobbed back by the player. As with other visual stims, once an AI has processed a rope stim, he will ignore it afterward, even if he walks into it.

Add “chanceNoticeRope 1” to AI. Zombies and revenants won’t notice.

Change “AIUSE_SUSPICIOUS” to “AIUSE_ROPE” on rope arrow projectile_results.

rev. 4993:

AlertIdleState.cpp
BlindedState.cpp
CombatState.cpp
ConversationState.cpp
DeadState.cpp
ExamineRopeState.cpp
ExamineRopeState.h
FailedKnockoutState.cpp
FleeState.cpp
IdleState.cpp
KnockedOutState.cpp
SearchingState.cpp
State.cpp
State.h
StayInCoverState.cpp
SuspiciousState.cpp
TakeCoverState.cpp
UnreachableTargetState.cpp
ai.cpp
ai.h
ai_events.cpp
Memory.cpp
Memory.h
entity.cpp
entity.h
SConscript.game
d3game.vcproj

rev. 12296:

tdm_ai_humanoid_undead.def
tdm_ai_humanoid.def
tdm_weapon_ropearrow.def
tdm_rope.def
tdm_weapon_arrow_result_base.script
tdm_ammo_ropearrow_small.script
test_ropearrow.*

Issue History

Date Modified Username Field Change
03.10.2011 13:07 Springheel New Issue
09.10.2011 04:31 grayman Assigned To => grayman
09.10.2011 04:31 grayman Reproducibility have not tried => sometimes
09.10.2011 04:31 grayman Status new => assigned
11.10.2011 17:53 grayman Note Added: 0004067
11.10.2011 17:53 grayman Status assigned => resolved
11.10.2011 17:53 grayman Resolution open => fixed
11.10.2011 17:53 grayman Fixed in Version => TDM 1.07
11.10.2011 17:53 grayman Target Version => TDM 1.07
11.10.2011 20:48 grayman Note Edited: 0004067