View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003355 | The Dark Mod | AI | public | 25.03.2013 15:07 | 27.03.2013 00:18 |
Reporter | grayman | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | SVN | ||||
Target Version | TDM 2.00 | Fixed in Version | TDM 2.00 | ||
Summary | 0003355: AI react too quickly to barks that include messages | ||||
Description | Warnings and requests for help are two of the barks that are accompanied by messages. These messages are received by other AI in the same frame they are sent. And this is the same frame where the sound is started. The player sees this: AI starts his bark, and a receiving AI begins his response in the same frame. In RL, people wouldn't respond until they understand the content of the bark, which takes some time. Receiving AI should not receive the message and start their response until the audible bark has finished. | ||||
Tags | No tags attached. | ||||
Rather than start a propagated sound wave when the audible sound begins, wait until the sound ends. This lets AI look like they’re listening to the entire bark or warning before reacting. For propagated sounds that are associated with messages, link the message and the sound together using a unique numeric tag. This allows messages to be placed on a sending AI’s message queue well before the associated sound does its propagated wave code, when the message is given to listening AIs. Allow AI with ranged weapons but no melee weapons to flee combat if they get too close to the enemy. While fleeing, if they get out of melee range, and can still see the enemy, they’ll stop fleeing, turn toward the enemy, and use their ranged weapon. If an AI acquires a new enemy while in combat, the AI will switch to the new enemy if that enemy is closer than the current enemy. If an AI is hurt by another that they’re not currently fighting, if the attacker is closer than the current enemy, set the attacker as the new enemy. Disallow pain anims when in combat. For some reason, they mess with the timing that’s essential to maintaining believable combat. rev. 5724: CombatState.cpp ConversationState.cpp State.cpp FleeTask.cpp RepeatedBarkTask.cpp SingleBarkTask.cpp AI.cpp AI.h AFEntity.cpp AIComm_Message.cpp AIComm_Message.h Entity.cpp Entity.h Game_local.cpp Game_local.h MeleeWeapon.cpp Moveable.cpp PickableLock.cpp Player.cpp SndProp.cpp SndProp.h Weapon.cpp rev. 13381: tdm_ai_base.script |
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Date Modified | Username | Field | Change |
---|---|---|---|
25.03.2013 15:07 | grayman | New Issue | |
25.03.2013 15:07 | grayman | Status | new => assigned |
25.03.2013 15:07 | grayman | Assigned To | => grayman |
27.03.2013 00:18 | grayman | Note Added: 0005243 | |
27.03.2013 00:18 | grayman | Status | assigned => resolved |
27.03.2013 00:18 | grayman | Resolution | open => fixed |
27.03.2013 00:18 | grayman | Fixed in Version | => TDM 2.00 |
27.03.2013 00:18 | grayman | Target Version | => TDM 2.00 |