View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003325 | The Dark Mod | AI | public | 21.02.2013 20:56 | 24.02.2013 02:57 |
Reporter | Springheel | Assigned To | Springheel | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 1.08 | ||||
Target Version | TDM 2.00 | ||||
Summary | 0003325: Need barks for civilians fleeing after seeing body | ||||
Description | The 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 Information | I'll check and see what might be appropriate...there's "raise alarm" and "go get help" barks that might work. | ||||
Tags | No tags attached. | ||||
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 |