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IDProjectCategoryView StatusLast Update
0002930The Dark ModAIpublic17.11.2011 15:50
Reportergrayman Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilityrandom
Status resolvedResolutionfixed 
Product VersionTDM 1.06 
Target VersionTDM 1.07Fixed in VersionTDM 1.07 
Summary0002930: AI knockouts aren't behaving as expected when AI have weapons drawn
DescriptionAn AI can become immune to knockouts if they're highly alerted. An AI that's at a lower alert level might still be searching or have his weapon drawn, and he's expected to be more immune to knockouts than he is when he's in idle mode.
TagsNo tags attached.

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grayman

grayman

17.11.2011 15:50

viewer   ~0004154

Last edited: 19.11.2011 15:39

Establish rules for knockouts:

1. Civilians can be knocked out at any time, from any angle, at any alert level.

2. If the AI's alert level is at least m_KoAlertImmuneState, and m_bKoAlertImmune is TRUE, the AI is immune.

3. If the AI has a sheathed weapon or no weapon, and their alert level is below m_KoAlertImmuneState, a KO can occur from any direction.

4. If the AI is ready to do combat (usually a drawn weapon), and their m_KoAlertImmuneState == 4 (helmet), they're immune, even if they're at a lower alert level.

5. If the AI is ready to do combat (usually a drawn weapon), and their m_KoAlertImmuneState == 5 (no helmet), and their current alert level is below m_KoAlertImmuneState, a KO can occur only from behind.

6. Finally, check the KO angles and determine if the blow has landed in the right place.

rev. 5044:

ai.cpp

rev. 12435:

tdm_ai_heads.def

Issue History

Date Modified Username Field Change
16.11.2011 22:44 grayman New Issue
16.11.2011 22:44 grayman Status new => assigned
16.11.2011 22:44 grayman Assigned To => grayman
17.11.2011 15:50 grayman Note Added: 0004154
17.11.2011 15:50 grayman Status assigned => resolved
17.11.2011 15:50 grayman Resolution open => fixed
17.11.2011 15:50 grayman Fixed in Version => TDM 1.07
19.11.2011 15:39 grayman Note Edited: 0004154