View Issue Details

IDProjectCategoryView StatusLast Update
0003422The Dark ModAIpublic04.06.2013 19:36
Reportergrayman Assigned ToSpringheel  
Status resolvedResolutionfixed 
Product VersionTDM 1.08 
Fixed in VersionTDM 2.00 
Summary0003422: AI ignore breaking glass of gas arrow
DescriptionSince a gas arrow makes a breaking glass sound when it hits, it should draw the attention of any nearby AI. This should cause them to at least look in the direction of the sound.
Additional InformationThe projectile result for the gas arrow creates the green cloud effect, the sound of the glass breaking, and the gas stim. It should also create a propagated sound that nearby AI can hear.
TagsNo tags attached.




03.06.2013 18:44

administrator   ~0005517

How did you fix this?

I just shot a bunch of gas arrows near patrolling AI and none of them paid any attention.


04.06.2013 01:10

administrator   ~0005518

Last edited: 04.06.2013 01:12

View 3 revisions

"tdm_showsprop 1" should show that the AI are hearing the arrow. It's not a very loud noise though, about the same as a water arrow, so they won't react unless you shoot it fair close. But they definitely hear it.

I don't want to make it too loud, or AI will walk towards it, possibly walking right into the gas.



04.06.2013 01:44

administrator   ~0005519

To me it sounds loud enough to be something they'd be interested in, but it's not loud enough for them to care. I planted one next to an AI's head and he showed no interest, and a moment later he was on the floor anyway.

Ah, well.



04.06.2013 02:32

administrator   ~0005520

Last edited: 04.06.2013 02:32

View 2 revisions

Were you on the same team, by chance? In my testmap AI didn't react when I was a friendly, but they did when I was an enemy.

We can try something louder if you like. How far away should AI react to it?



04.06.2013 11:49

administrator   ~0005521

Yes, same team.

Leave it as it is. I was able to at least get a guard to say something about having heard something. He's supposed to look toward a sound when he doesn't plan to walk to it, but that's not happening, and is something I need to look into.


04.06.2013 19:35

administrator   ~0005523

Ok, I'll set it back to resolved then.

Issue History

Date Modified Username Field Change
17.05.2013 14:20 grayman New Issue
17.05.2013 19:35 Springheel Assigned To => Springheel
17.05.2013 19:35 Springheel Status new => assigned
24.05.2013 00:36 Springheel Status assigned => resolved
24.05.2013 00:36 Springheel Fixed in Version => TDM 2.00
24.05.2013 00:36 Springheel Resolution open => fixed
03.06.2013 18:44 grayman Note Added: 0005517
03.06.2013 18:44 grayman Status resolved => feedback
03.06.2013 18:44 grayman Resolution fixed => reopened
04.06.2013 01:10 Springheel Note Added: 0005518
04.06.2013 01:12 Springheel Note Edited: 0005518 View Revisions
04.06.2013 01:12 Springheel Note Edited: 0005518 View Revisions
04.06.2013 01:44 grayman Note Added: 0005519
04.06.2013 01:44 grayman Status feedback => assigned
04.06.2013 02:32 Springheel Note Added: 0005520
04.06.2013 02:32 Springheel Note Edited: 0005520 View Revisions
04.06.2013 11:49 grayman Note Added: 0005521
04.06.2013 19:35 Springheel Note Added: 0005523
04.06.2013 19:36 Springheel Status assigned => resolved
04.06.2013 19:36 Springheel Resolution reopened => fixed