View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0002910 | The Dark Mod | AI | public | 08.11.2011 02:06 | 15.09.2014 01:45 |
| Reporter | Springheel | Assigned To | grayman | ||
| Priority | normal | Severity | normal | Reproducibility | have not tried |
| Status | closed | Resolution | fixed | ||
| Summary | 0002910: Unused vocal barks -- Opponent out of reach | ||||
| Description | We have a vocal bark for AI when they can't reach the AI ("Come down and face me!") but they aren't used yet, probably because AI go straight to missile mode when the player is out of reach. Might be a good idea to break up missile mode with occasional bouts of frustration (I can even make a frustrated animation if we want). | ||||
| Tags | No tags attached. | ||||
| careful with the archer barks. | |
| Which bark is this? | |
| "snd_cantReachTarget" | |
|
The code has the AI barking "snd_cantReachTarget" or "snd_cantReachTargetMonster" at the moment they realize the target is unreachable. This happens just before they decide to sheathe their weapon and start throwing stones. The barks are defined in the def files, along with the priority settings and propagated versions, so this should be working. The issue was filed 3 years ago, so I'm hoping it's been fixed along the way. |
|
| Perhaps so. I'm fine with closing it. | |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 08.11.2011 02:06 | Springheel | New Issue | |
| 08.11.2011 03:28 | ungoliant | Note Added: 0004135 | |
| 04.09.2013 13:39 | grayman | Assigned To | => grayman |
| 04.09.2013 13:39 | grayman | Status | new => assigned |
| 14.09.2014 17:47 | grayman | Note Added: 0006994 | |
| 14.09.2014 19:16 | Springheel | Note Added: 0006996 | |
| 14.09.2014 20:43 | grayman | Note Added: 0007001 | |
| 15.09.2014 00:23 | Springheel | Note Added: 0007004 | |
| 15.09.2014 01:45 | grayman | Status | assigned => closed |
| 15.09.2014 01:45 | grayman | Resolution | open => fixed |