View Issue Details

IDProjectCategoryView StatusLast Update
0003140The Dark ModAIpublic25.03.2013 17:13
ReporterSpringheel Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status resolvedResolutionfixed 
Product VersionTDM 1.08 
Target VersionTDM 2.00Fixed in VersionTDM 2.00 
Summary0003140: Use "taking fire" soundshader when AI hit by arrows
Descriptionhttp://forums.thedarkmod.com/topic/13171-ai-getting-shot-at/

I've been trying to think of other vocal barks that we might want for our AI, and I noticed that the Thief AI had barks for when they were getting shot at by the player...things like, "Someone's sniping from the shadows!"

Right now AI just play pain barks when they get shot by an arrow and can't see the player, and then play their regular search barks, which often seem a bit understated.

Watching an AI get hit by an arrow in the head and then casually comment, "I'm getting tired of this game," is not very satisfying.

I'm imagining this being used whenever an AI gets hit by an arrow and can't locate the source. The pain bark would come first, and then "snd_taking_fire".
TagsNo tags attached.

Activities

grayman

grayman

25.03.2013 15:30

administrator   ~0005238

I've changed the pain design somewhat, allowing for pain-specific barks like "snd_taking_fire".

So if you want to add a bark for getting hit by a sword when not in combat, we can do that.
grayman

grayman

25.03.2013 17:13

administrator   ~0005239

1. Check critical health at the start of each cycle of a combat sequence. Flee if necessary.

2. Change pain handling to allow different barks after playing the pain anim and barking the pain sound. This lets an AI in pain use the “snd_taking_fire” bark if hit by an arrow.

3. Stop checking for pain in the scripts and interrupting an anim to play the pain anim. All control now moves to the DLL, where the sequence of events can be managed better. This allows for special barks and fleeing if necessary.

4. Increase the possibility of a warning getting through to an AI from a fleeing AI.

5. Disallow greetings when one AI is fleeing.

6. Go to Pain State at any alert level, not just when relaxed. This lets searching AI take an arrow hit, cry in pain, cry the “snd_taking_fire” bark, and flee if they want.

7. Clear an AI’s message queue at the end of sound propagation, whether the associated message was received or not. If a bark was associated with a message (warning, send help, etc.) and the bark propagation didn’t reach anyone, messages were backing up, causing all backed-up messages to be processed in the same frame later when a bark finally did make it through.

8. Allow the “yell” sound to reach friendly ears. For some unknown reason, this was disallowed, keeping friendly AI from reacting to certain sounds.

rev. 5722:

CombatState.cpp
FleeState.cpp
PainState.cpp
State.cpp
State.h
StayInCoverState.cpp
StayInCoverState.h
AI.cpp
Memory.cpp
Memory.h
SndProp.cpp

rev. 13377:

tdm_ai_base.script
tdm_propagated_sounds.def
tdm_ai_vocal_set_base.def

Issue History

Date Modified Username Field Change
26.05.2012 00:56 Springheel New Issue
26.05.2012 00:56 Springheel Status new => assigned
26.05.2012 00:56 Springheel Assigned To => grayman
25.03.2013 15:30 grayman Note Added: 0005238
25.03.2013 17:13 grayman Note Added: 0005239
25.03.2013 17:13 grayman Status assigned => resolved
25.03.2013 17:13 grayman Resolution open => fixed
25.03.2013 17:13 grayman Fixed in Version => TDM 2.00
25.03.2013 17:13 grayman Target Version => TDM 2.00