View Issue Details

IDProjectCategoryView StatusLast Update
0003494The Dark ModDef / Setuppublic17.09.2013 00:58
ReporterSpringheel Assigned ToSpringheel  
PrioritynormalSeverityminorReproducibilityhave not tried
Status closedResolutionfixed 
Product VersionTDM 2.00 
Summary0003494: Player lantern needs light stim attached
DescriptionRight now when the player turns his lantern on, his lightgem goes to full bright, but AI can't actually "see" the light itself. So if the player turns his lantern on, but is crouching behind a box, the AI won't notice it at all. That makes the AI look a bit clueless.

It's not a big deal, but attaching some kind of stim to the light, so the AI has a chance to react to it even if they can't see the player, would make them behave more reasonably in situations where the player is obscured.
TagsNo tags attached.

Activities

grayman

grayman

18.07.2013 15:19

viewer   ~0005768

This still isn't going to help when the player is crouching behind a box. There'll be no LOS from the AI to the lantern stim for the AI to see it.

The AI would have to be able to discern a change in light levels splashed onto surfaces he can see. We have no way of doing that.
Springheel

Springheel

18.07.2013 15:38

administrator   ~0005770

Last edited: 18.07.2013 15:38

This certainly isn't worth much hassle (and not worth thinking about until after 2.0), but can't visual stims be given a large bounding box?

grayman

grayman

18.07.2013 16:04

viewer   ~0005771

Last edited: 18.07.2013 16:05

The bounding box (or radius) decides which AI are near enough to be stimmed.

In the case of light stims, the AI has to have LOS to the light. Otherwise, he'd be seeing lights in other rooms.

Gas and water stims permeate through walls, and LOS isn't used. I recently changed gas stims to use LOS, so that the gas doesn't travel through walls, but does travel through wall openings into neighboring rooms.

To do what you're describing, we could create a new stim model that extends the gas stim model to see if there's a LOS path from ANY spot inside the lantern's bounding box to the AI. This would require multiple ray traces from the AI to some subset of these spots (since we obviously can't check all spots w/o freezing the computer), looking for one that has LOS to the lantern and LOS to the AI.

So if the lantern splashes light on the floor next to the box the player is hiding behind, if there's a LOS from some spot on that floor to both the lantern and the AI, the AI could notice it.

Also, current stim behavior uses delays between stim firings, also to keep the CPU from being overloaded. We'd have to guarantee that the lantern stim fires in the frame where the lantern turns on, then uses the delays if the lantern stays on. That's the only way the AI would see a lantern that's only on for 0.1s.

Springheel

Springheel

18.07.2013 16:57

administrator   ~0005773

Probably not worth the bother then.

Issue History

Date Modified Username Field Change
18.07.2013 14:21 Springheel New Issue
18.07.2013 15:19 grayman Note Added: 0005768
18.07.2013 15:38 Springheel Note Added: 0005770
18.07.2013 15:38 Springheel Note Edited: 0005770
18.07.2013 16:04 grayman Note Added: 0005771
18.07.2013 16:05 grayman Note Edited: 0005771
18.07.2013 16:57 Springheel Note Added: 0005773
19.07.2013 17:29 Springheel Assigned To => Springheel
19.07.2013 17:29 Springheel Status new => suspended
17.09.2013 00:58 Springheel Status suspended => closed
17.09.2013 00:58 Springheel Resolution open => fixed