View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003431 | The Dark Mod | AI | public | 26.05.2013 02:36 | 21.12.2018 19:30 |
Reporter | Springheel | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 1.08 | ||||
Target Version | TDM 2.00 | Fixed in Version | TDM 2.00 | ||
Summary | 0003431: AI think they see you when coming out of blind state. | ||||
Description | This has been around for awhile. When AI come out of their blind state after being flashbombed, they seem to always play their "spot player" bark, even if they can't see you. This winds up sounding like this: "I can't see!" 5 seconds later, "AHa, there you are!" (player is around a corner out of sight) half a second later, "Huh, where'd he go?" (lost player bark) They should not play their spot player bark when they can't actually see the player--they should skip right to their lost player bark. | ||||
Tags | No tags attached. | ||||
Most times I slipped around behind him after the flashbomb, and when he regained his sight, he cried, "There you are!" and turned toward me. I believe he's using the few seconds of "blind chasing" to reacquire me. I was able to get him to exhibit the problem when I ran around a corner and it looks like his "blind chasing" didn't reacquire me. So he must be barking that before he knows he's really reacquired me. |
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Straighten out what happens when an AI is blinded while in combat. The problem was that the blind state was run, then the combat state was restarted, but forced to run initialization again, which caused the “I see you” bark and screwed things up in general. Now the combat state is ended gracefully. Also fixed a problem with an AI not searching when he regains his sight. Since the blind state lasts 4s more than the blind anim, added code to make the AI stare down for the remainder of the state after the anim finishes, as if he’s waiting to regain his sight. Looks better than staring straight ahead like a dummy. Rev. 5804: BlindedState.cpp BlindedState.h CombatState.cpp CombatState.h State.cpp State.h |
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Date Modified | Username | Field | Change |
---|---|---|---|
26.05.2013 02:36 | Springheel | New Issue | |
28.05.2013 15:44 | Springheel | Description Updated | |
04.06.2013 20:21 | grayman | Assigned To | => grayman |
04.06.2013 20:21 | grayman | Status | new => assigned |
04.06.2013 20:24 | grayman | Note Added: 0005527 | |
04.06.2013 20:24 | grayman | Status | assigned => confirmed |
05.06.2013 16:38 | grayman | Note Added: 0005528 | |
05.06.2013 16:38 | grayman | Status | confirmed => resolved |
05.06.2013 16:38 | grayman | Resolution | open => fixed |
05.06.2013 16:38 | grayman | Fixed in Version | => TDM 2.00 |
05.06.2013 16:38 | grayman | Target Version | => TDM 2.00 |
21.12.2018 19:30 | nbohr1more | Relationship added | has duplicate 0003167 |