View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003474 | The Dark Mod | AI | public | 05.07.2013 00:59 | 09.10.2017 16:10 |
Reporter | Springheel | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | closed | Resolution | fixed | ||
Product Version | SVN | ||||
Target Version | TDM 2.00 | Fixed in Version | TDM 2.00 | ||
Summary | 0003474: Armed AI playing flee barks when uninjured | ||||
Description | Not quite sure what's going on with this one, but I was playtesting in Too Late. I got spotted by a bunch of AI inside the warehouse, and 3 of them came running over to me. I may have hit one with my BJ (can't remember), and then I leapt up onto the crates. The AI were all running around searching with their weapons out, but one of them (I don't know which) was shouting, "Help me!" "Help, he's coming after me!" There are no unarmed AI in that map, so I'm not sure why any of the AI were playing that bark. Do armed AI flee when they see the player under any conditions? I had not killed or KO'd any AI, and if I'd dealt any damage at all, it was only a single blackjack swing. Something to keep an eye out for. | ||||
Tags | No tags attached. | ||||
These are the conditions where an AI would flee: 1 - Reached combat state, but unarmed, or is marked "is_civilian" (armed or not). 2 - Has a ranged weapon, but no melee weapon, and finds himself in melee range (too close to use his ranged weapon). This seems like an odd one, since I'd assume that an archer, for example, should shoot arrows at you from any distance. Just yesterday I watched an archer run away from me, then turn and shoot. Maybe this needs to be looked at. 3 - Health level drops below "health_critical", regardless of whether they're armed or not. 4 - An unarmed or civilian AI is hurt in any way. 5 - Witnessed a death or KO, and is unarmed, or is a civilian. 6 - Hit by an arrow, and is unarmed, or is a civilian. |
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Ah, it was probably 2--there was an archer present. I don't have strong objections to him running back out of melee range before firing at you (seems like a prudent thing to do), but he probably shouldn't be playing his "flee" barks when he does it. edit: I'd also be fine with him just shooting at any range, if that's easier. |
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Turn off flee barking when an AI with a ranged weapon and no melee weapon gets too near an enemy. The AI will flee, then reassess his situation. If he can still see the enemy, he’ll start using his ranged weapon. Fixed an old bug where an AI wouldn’t leave Flee Done State if he spotted an enemy. Rev. 5820: CombatState.cpp FleeDoneState.cpp FleeState.cpp PainState.cpp State.cpp AI.cpp AI.h |
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I'm not marking this RESOLVED at this point. If the original problem was caused by the archer yelling as he fled, this fix should correct that. If the original problem was caused by something else, that's still around. We'll see if the problem arises again. |
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No reports after v2.0 | |
Date Modified | Username | Field | Change |
---|---|---|---|
05.07.2013 00:59 | Springheel | New Issue | |
05.07.2013 00:59 | Springheel | Assigned To | => Springheel |
05.07.2013 00:59 | Springheel | Status | new => feedback |
05.07.2013 01:00 | Springheel | Description Updated | |
05.07.2013 18:24 | grayman | Note Added: 0005637 | |
05.07.2013 18:26 | grayman | Note Edited: 0005637 | |
05.07.2013 18:26 | grayman | Note Edited: 0005637 | |
05.07.2013 23:54 | Springheel | Note Added: 0005641 | |
05.07.2013 23:54 | Springheel | Status | feedback => assigned |
06.07.2013 02:14 | Springheel | Note Edited: 0005641 | |
06.07.2013 02:20 | Springheel | Assigned To | Springheel => |
07.07.2013 01:19 | grayman | Note Added: 0005651 | |
07.07.2013 01:21 | grayman | Note Added: 0005652 | |
07.07.2013 01:21 | grayman | Assigned To | => grayman |
07.07.2013 22:17 | grayman | Status | assigned => feedback |
09.10.2017 16:10 | nbohr1more | Note Added: 0009432 | |
09.10.2017 16:10 | nbohr1more | Status | feedback => closed |
09.10.2017 16:10 | nbohr1more | Resolution | open => fixed |
09.10.2017 16:10 | nbohr1more | Product Version | TDM 2.00 => SVN |
09.10.2017 16:10 | nbohr1more | Fixed in Version | => TDM 2.00 |
09.10.2017 16:10 | nbohr1more | Target Version | => TDM 2.00 |