View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0002920 | The Dark Mod | Coding | public | 13.11.2011 23:34 | 10.07.2012 20:20 |
Reporter | Springheel | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 1.07 | ||||
Target Version | TDM 1.08 | Fixed in Version | TDM 1.08 | ||
Summary | 0002920: Warned AI do not play walk_alerted walk | ||||
Description | There is a special walk animation(s) for AI who have been previously alerted and are carrying a weapon (anim walk_alerted). AI who draw their weapon after being warned should be using it, but are not currently. | ||||
Tags | No tags attached. | ||||
The scripts currently switch from "walk" to "walk_alerted" when an AI draws his weapon. When he sheaths it, the scripts switch back to "walk". So it should be working. What's the difference between the two? Also, "walk_alerted2" is defined in the def files, but not used by the scripts. What's the difference between it and "walk_alerted"? |
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The difference is mostly the position of the right hand...it is gripped in a fist and has some weight behind it. Otherwise the AI is walking with a sword attached to an open hand. walk_alerted2 is just an alternate version...the code automatically selects randomly between animations that have the same name but a different number. I'll keep my eye open in the future and see if I can get a saved game with this happening. Btw, could the same script switch from the regular, standing idle to an idle_alert animation? Currently AI stand with their weapon in an open hand. |
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Is this still a problem, given the recent changes to recognize that a weapon is being held rather than simply attached? | |
Please check this again, given the recent anim changes I did. I just tested AI walking alert with and without torches, and in both cases the hand holding the weapon was closed, not open. When standing, the hand remained closed, so it looks like that's also working now. |
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I'll keep my eye out for it. | |
I was testing with test/cascadetest.map, and this is still an issue. AI who were warned about a murder drew their weapon but they continued to walk around with an open hand. | |
1 – A warned AI now stops and draws his weapon and continues with walk_alerted. 2 – A warned AI no longer responds to a warning with a “Huh?” response. 3 – A warned AI will now respond with an appropriate bark when warned. rev. 5495: AlertIdleState.cpp ObservantState.cpp State.cpp SuspiciousState.cpp AI.h AI_events.cpp rev. 13036 tdm_ai_base.script tdm_ai_vocal_set_base.def tdm_moveable_weapons.def tdm_prop_items.def |
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Date Modified | Username | Field | Change |
---|---|---|---|
13.11.2011 23:34 | Springheel | New Issue | |
13.11.2011 23:34 | Springheel | Status | new => assigned |
13.11.2011 23:34 | Springheel | Assigned To | => grayman |
13.11.2011 23:35 | Springheel | Summary | Warned AI do not play alert_idle walk => Warned AI do not play walk_alerted walk |
13.11.2011 23:35 | Springheel | Description Updated | |
07.12.2011 18:41 | grayman | Note Added: 0004197 | |
07.12.2011 18:42 | grayman | Status | assigned => feedback |
13.12.2011 22:42 | Springheel | Note Added: 0004206 | |
13.12.2011 22:42 | Springheel | Status | feedback => assigned |
13.12.2011 22:44 | Springheel | Note Edited: 0004206 | |
01.05.2012 21:17 | grayman | Note Added: 0004511 | |
10.05.2012 18:30 | grayman | Note Added: 0004564 | |
12.05.2012 00:43 | Springheel | Note Added: 0004574 | |
08.07.2012 00:56 | Springheel | Note Added: 0004701 | |
10.07.2012 20:20 | grayman | Note Added: 0004705 | |
10.07.2012 20:20 | grayman | Reproducibility | have not tried => always |
10.07.2012 20:20 | grayman | Status | assigned => resolved |
10.07.2012 20:20 | grayman | Resolution | open => fixed |
10.07.2012 20:20 | grayman | Fixed in Version | => TDM 1.08 |
10.07.2012 20:20 | grayman | Target Version | => TDM 1.08 |