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IDProjectCategoryView StatusLast Update
0003325The Dark ModAIpublic24.02.2013 02:57
ReporterSpringheel Assigned ToSpringheel  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status resolvedResolutionfixed 
Product VersionTDM 1.08 
Target VersionTDM 2.00 
Summary0003325: Need barks for civilians fleeing after seeing body
DescriptionThe flee code assumed that the fleeing AI had spotted you (it was full of "enemy this" and "enemy that"). To get it to also handle witnessing murders or KO, where you might not be visible (no enemy), I needed to make a few changes. This works now, but ...

The AI will bark snd_to_flee, then run away. While running, he occasionally barks snd_flee.

You might want to listen to these and see if we need two pairs of barks instead of one:

one for fleeing a spotted enemy (existing snd_to_flee & snd_flee)
one for fleeing a murder or KO (new snd_to_flee_event & snd_flee_event)

In my most recent test, the witness AI barked "he's got a sword!" as he ran away, after I'd killed his friend with an arrow to the head. The witness didn't see me.
Additional InformationI'll check and see what might be appropriate...there's "raise alarm" and "go get help" barks that might work.
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Issue History

Date Modified Username Field Change
21.02.2013 20:56 Springheel New Issue
21.02.2013 20:56 Springheel Status new => assigned
21.02.2013 20:56 Springheel Assigned To => Springheel
24.02.2013 02:57 Springheel Status assigned => resolved
24.02.2013 02:57 Springheel Resolution open => fixed