View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003100||The Dark Mod||AI||public||26.04.2012 18:08||26.02.2013 19:41|
|Product Version||TDM 1.07|
|Target Version||TDM 2.00||Fixed in Version||TDM 2.00|
|Summary||0003100: Having an unaccessible path_flee_point breaks AI fleeing behavior|
|Description||If there is a two path_flee_points that of which one is not accessible to the AI, the AI will not flee at all.|
The AI will stand there, immobilized and scream for help. It does not attempt to reach the flee_point that it could reach.
This is problematic since different map sections might not be accessible to the AI from another section, but all the AI of the same team do need a local path_flee_point to which they can escape.
|Steps To Reproduce||There are three maps in the maps.zip.|
Fleepoint_one.map - single flee point. Works.
Fleepoint_two.map - two flee points, both accessible for the AI. Works.
Fleepoint_two_noaccess.map - two fleepoints, one is accessible, one is not. AI will not flee at all.
|Tags||No tags attached.|
maps.zip (3,277 bytes)
When evaluating which of several escape points was the best, the code was considering points that the AI couldn’t get to. Fix is to only consider reachable points.
|26.04.2012 18:08||sotha_sil||New Issue|
|26.04.2012 18:08||sotha_sil||File Added: maps.zip|
|26.02.2013 19:08||grayman||Assigned To||=> grayman|
|26.02.2013 19:08||grayman||Status||new => assigned|
|26.02.2013 19:41||grayman||Note Added: 0005114|
|26.02.2013 19:41||grayman||Status||assigned => resolved|
|26.02.2013 19:41||grayman||Resolution||open => fixed|
|26.02.2013 19:41||grayman||Fixed in Version||=> TDM 2.00|
|26.02.2013 19:41||grayman||Target Version||=> TDM 2.00|