View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003423 | The Dark Mod | AI | public | 20.05.2013 00:48 | 03.06.2013 00:48 |
Reporter | Springheel | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.00 | ||||
Target Version | TDM 2.00 | Fixed in Version | TDM 2.00 | ||
Summary | 0003423: Idle barks during searches | ||||
Description | I've been feeling like the AI aren't reacting as they should, so while playing Sons of Baltona, I flashed my lamp on for half a second. An AI at the other end of the room said, "That certainly seemed like something," and came over without his sword drawn, looking around. Half a second later he gave an idle bark, "Time for a quick trip the kitchen after this," before finally finishing his search. While it was somewhat fitting in this case, we probably don't want AI making idle barks during any level of alert. | ||||
Tags | No tags attached. | ||||
Here are the idle barks per state: Idle - "snd_drunk" if drunk, "snd_relaxed" if not Alert Idle - "snd_alert_idle" Observant - same as Idle or Alert Idle Suspicious - same as Idle or Alert Idle Agitated Searching - "snd_state4SeenEvidence" if evidence was seen, "snd_state4SeenNoEvidence" if not Combat - none I didn't find any snd_state2* or snd_state3* barks, so I guess the idle barks were meant to be used in Observant and Suspicious. Our choices are: 1 - No repeated barks in state2 and state3 2 - Define state2 and state3 bark sets, perhaps from selections from state1 and state4 |
|
Traditionally # 1 has been true; barks are only made only when entering and leaving that state. |
|
After committing the changes for 0003424, I took a look at this one. In a dark unlit room, ambient only, I flashed the lantern and a guard at the other end of the room got interested, and went right up to Agitated Searching. He ran down to my end of the room and started searching. He never found me, stopped searching, muttered something about not finding anything, and went back to his start point. I did this a few times with the same results. I then tried Baltona, and one of the guards got up into Searching State, and came running over to poke around. He couldn't find me, uttered a rampdown bark along the lines of "Glad it was nothing", and went back to his post. I did that a couple times, and never heard any idle barks. So, with rev 13490, I'm unable to reproduce this. |
|
Aha! Saw this happen when a guard was in Searching State. He was walking toward me, sword not yet drawn, at alert level 10 or 11, and he said, "Ah. So that's what I was trying to remember." | |
Clear comm tasks (repeated barking) when the Searching State is initialized and the alert level is rising. Rev. 5802: SearchingState.cpp |
|
Date Modified | Username | Field | Change |
---|---|---|---|
20.05.2013 00:48 | Springheel | New Issue | |
20.05.2013 00:48 | Springheel | Summary | No idle barks during searches => Idle barks during searches |
20.05.2013 10:30 | grayman | Assigned To | => grayman |
20.05.2013 10:30 | grayman | Status | new => assigned |
22.05.2013 22:38 | grayman | Note Added: 0005494 | |
23.05.2013 00:41 | Springheel | Note Added: 0005497 | |
23.05.2013 00:41 | Springheel | Note Edited: 0005497 | |
02.06.2013 03:21 | grayman | Note Added: 0005505 | |
02.06.2013 03:34 | grayman | Status | assigned => feedback |
02.06.2013 14:43 | grayman | Note Added: 0005512 | |
03.06.2013 00:25 | grayman | Status | feedback => assigned |
03.06.2013 00:48 | grayman | Note Added: 0005515 | |
03.06.2013 00:48 | grayman | Status | assigned => resolved |
03.06.2013 00:48 | grayman | Resolution | open => fixed |
03.06.2013 00:48 | grayman | Fixed in Version | => TDM 2.00 |