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IDProjectCategoryView StatusLast Update
0003069The Dark ModAIpublic04.04.2012 02:10
Reportergrayman Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilityalways
Status resolvedResolutionfixed 
Product VersionTDM 1.07 
Target VersionTDM 1.08Fixed in VersionTDM 1.08 
Summary0003069: Rats respond to alerts
DescriptionRats respond to suspicious sounds, build hiding-spot lists, search for the player, etc. Their alert index rises and falls accordingly.

They're passive creatures, and should not respond this way.
Steps To ReproduceFire a noisemaker arrow in a room full of rats.

They'll run toward the noise and start searching.
TagsNo tags attached.

Activities

grayman

grayman

04.04.2012 02:10

administrator   ~0004440

Last edited: 07.04.2012 18:10

View 2 revisions

Rats and other passive non-human AI shouldn’t search for the player. Don’t let them ramp up beyond Suspicious, and don’t register their alert level changes with mission stats.

Also, a general replacement of integers with the enums for State modes.

rev. 5367:

AgitatedSearchingState.cpp
CombatState.cpp
SearchingState.cpp
SuspiciousState.cpp
AI.cpp
AI.h
AgitatedSearchingStateLanternBot.cpp
ConversationState.cpp
FleeDoneState.cpp
IdleSleepState.cpp
IdleState.cpp
ObservantState.cpp
State.cpp
RandomHeadTurnTask.cpp
ResolveMovementBlockTask.cpp
MeleeWeapon.cpp

revs 12754 & 12758:

tdm_ai_animal_horse2.def
tdm_ai_animal_rat.def
tdm_ai_animal_raven.def
tdm_ai_base.def
tdm_ai_monster_spider.def

Issue History

Date Modified Username Field Change
30.03.2012 16:18 grayman New Issue
30.03.2012 16:18 grayman Status new => assigned
30.03.2012 16:18 grayman Assigned To => grayman
04.04.2012 02:10 grayman Note Added: 0004440
04.04.2012 02:10 grayman Status assigned => resolved
04.04.2012 02:10 grayman Resolution open => fixed
04.04.2012 02:10 grayman Fixed in Version => TDM 1.08
04.04.2012 02:10 grayman Target Version => TDM 1.08
07.04.2012 18:10 grayman Note Edited: 0004440 View Revisions