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IDProjectCategoryView StatusLast Update
0003355The Dark ModAIpublic27.03.2013 00:18
Reportergrayman Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilityalways
Status resolvedResolutionfixed 
Product VersionSVN 
Target VersionTDM 2.00Fixed in VersionTDM 2.00 
Summary0003355: AI react too quickly to barks that include messages
DescriptionWarnings 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.
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grayman

grayman

27.03.2013 00:18

administrator   ~0005243

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

Issue History

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