View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002872 | The Dark Mod | Coding | public | 03.10.2011 13:07 | 11.10.2011 17:53 |
Reporter | Springheel | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | sometimes |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 1.06 | ||||
Target Version | TDM 1.07 | Fixed in Version | TDM 1.07 | ||
Summary | 0002872: AI should Notice Ropes | ||||
Description | Highly 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 | ||||
Tags | No tags attached. | ||||
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.* |
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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 |