View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0003495 | The Dark Mod | AI | public | 18.07.2013 15:27 | 19.07.2013 17:28 |
| Reporter | Springheel | Assigned To | Springheel | ||
| Priority | normal | Severity | normal | Reproducibility | have not tried |
| Status | closed | Resolution | fixed | ||
| Product Version | TDM 2.00 | ||||
| Summary | 0003495: AI giving multiple, interrupted barks before going to combat state | ||||
| Description | I'm noticing some odd behaviour while testing AI vision. The test I have set up right now has the AI at 320 units away, and the map is lit by an ambient_world light set at 75. The lightgem is fairly bright. I've attached a video, and this behaviour repeated itself every time. The AI turns around, and after about a second he ramps up to Alert 5. However, in the second before he draws his sword, it sounds like he gives 3 separate observant barks that each interrupt the other: "What's--Who--Huh?" Then he draws his sword and goes to combat. Another odd thing is while he is making those barks, he starts running towards his 10 o'clock, rather than running straight at me. That happened every time as well. | ||||
| Additional Information | See video here: http://www.youtube.com/watch?v=l7EDsdUIvrM | ||||
| Tags | No tags attached. | ||||
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Can i get a condump with tdm_ai_debug_transition_barks turned on? That way I can see what and when he's barking. Edit: Never mind. I need to give you a new DLL with extra debug statements in it. |
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Update to SVN 13557. Rerun the test and post the condump. There is an extra "huh?" bark at the beginning of the delay that happens when an AI enters Combat State. It's a "surprised" reaction. Think of dropping down in front of someone and having them bark "huh?" and then realizing you're an enemy. That's not on the official bark picture, and went in in 1.08. What you _might_ be experiencing is the AI rising to Agitated Searching, then almost immediately rising to Combat. His snd_alert4 might be getting truncated by the "huh?", making it sound strange. It's the same problem if an AI rises to one level, barks, then almost immediately rises to the next level and barks again. We might have to put in a buffer, some period of time after which an alert bark is issued before the AI can issue another alert bark. |
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Well, it figures, but after this happening repeatedly earlier today, I can't get the same thing to happen now. I did find a different issue though (oh joy): http://bugs.thedarkmod.com/view.php?id=3496 I'll keep trying to reproduce this. |
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| I'm going to close this, since it probably doesn't apply after the latest changes. | |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 18.07.2013 15:27 | Springheel | New Issue | |
| 18.07.2013 15:27 | Springheel | Summary | AI giving multiple barks before going to combat state => AI giving multiple, interrupted barks before going to combat state |
| 18.07.2013 19:20 | grayman | Note Added: 0005780 | |
| 18.07.2013 19:21 | grayman | Note Edited: 0005780 | |
| 18.07.2013 20:12 | grayman | Note Added: 0005781 | |
| 18.07.2013 22:41 | Springheel | Note Added: 0005786 | |
| 19.07.2013 17:28 | Springheel | Note Added: 0005798 | |
| 19.07.2013 17:28 | Springheel | Status | new => closed |
| 19.07.2013 17:28 | Springheel | Assigned To | => Springheel |
| 19.07.2013 17:28 | Springheel | Resolution | open => fixed |