View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003031 | The Dark Mod | Feature proposal | public | 25.02.2012 06:28 | 02.07.2022 21:22 |
Reporter | demagogue | Assigned To | demagogue | ||
Priority | normal | Severity | feature | Reproducibility | N/A |
Status | assigned | Resolution | open | ||
Product Version | TDM 1.07 | ||||
Summary | 0003031: Security Levels for Locations & AI (e.g., AI start friendly, but turn to enemy if see a crime in low sec area, etc) | ||||
Description | I made a proposal for a Security Levels feature in this thread, referring to an old feature idea: http://forums.thedarkmod.com/topic/13493-security-levels-locations/ The basic gist is locations and AI will both have a "SecurityLevel" spawnarg with various settings, e.g., 0 no security, 1 low, 2 medium, 3 high, and -1 custom (set on the location it applies to all AI while player is in location; set on an AI it applies to one AI everywhere), with default being 3 (normal alert behavior; enemy AI always alerts on sight; turns SLs "off"). In a low security area (or for a low security AI), AI will treat the player as a friendly unless the AI sees the player while committing a crime, then the AI will go on alert as an enemy, but not for a small infraction (like drawing the bow & shooting a water arrow) or seeing evidence (like a public street in a bad neighborhood). For no security, the AI will ignore the player unless attacked, then he'll fight back (like bandits). For medium, seeing the least infraction or evidence makes AI alert (like an untrusted guest in a noble's house, in a church, or closed street in high-end neighborhood). When custom, the mapper sets what crimes alert the AI by spawnargs. I'm working on it locally at the moment and will give more details if I get a system working. This entry is just to document it and keep track of it for now. | ||||
Tags | No tags attached. | ||||
related to | 0001127 | confirmed | Objectives: Implement "AI found item out of place" Objective |
We already have a well-functioning, detailed "observer" script that accomplishes much of the described functionality and has so far been used in Iris. I don't see much value in trying to replicating this in the code or core location script and would suggest closing this ticket. | |
Date Modified | Username | Field | Change |
---|---|---|---|
25.02.2012 06:28 | demagogue | New Issue | |
25.02.2012 06:28 | demagogue | Status | new => assigned |
25.02.2012 06:28 | demagogue | Assigned To | => demagogue |
25.02.2012 06:31 | demagogue | Description Updated | |
25.02.2012 06:31 | demagogue | Relationship added | related to 0001127 |
25.02.2012 06:35 | demagogue | Description Updated | |
25.02.2012 06:37 | demagogue | Description Updated | |
25.02.2012 06:55 | demagogue | Summary | Security Level feature for Locations & AI => Security Levels for Locations & AI (e.g., AI start friendly, but turn to enemy if see a crime in low sec area, etc) |
25.02.2012 17:38 | demagogue | Severity | normal => feature |
25.02.2012 17:43 | demagogue | Description Updated | |
25.02.2012 17:47 | demagogue | Description Updated | |
25.02.2012 17:48 | demagogue | Description Updated | |
25.02.2012 17:51 | demagogue | Description Updated | |
25.02.2012 17:55 | demagogue | Description Updated | |
25.02.2012 22:13 | demagogue | Target Version | TDM 1.08 => |
02.07.2022 21:22 | Dragofer | Note Added: 0014961 |