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IDProjectCategoryView StatusLast Update
0003520The Dark ModAIpublic18.08.2013 00:27
ReporterSpringheel Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status resolvedResolutionfixed 
Product VersionTDM 2.00 
Target VersionTDM 2.00 
Summary0003520: AI are turning around in Alert State 1
DescriptionCurrently, if you sneak up behind a standing guard and send him to Observant, he turns around. This isn't supposed to happen. Guards reaching observant state are supposed to bark, and possibly turn their head towards the sound if it's in their POV (I actually can't remember right now if they're supposed to do that) but they are definitely not supposed to turn around until hitting Suspicious. This makes it far too hard to get close enough to KO a standing guard.

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Activities

grayman

grayman

14.08.2013 02:49

viewer   ~0006020

Last edited: 14.08.2013 02:50

Some rules ...

(Idle or Observant) and (Standing or Moving) and in FOV - look at the alert

(Idle or Observant) and (Standing or Moving) and not in FOV - move head as far as possible toward the alert w/o turning toward it

(Suspicious or higher) and Standing and in FOV - look at the alert

(Suspicious or higher) and Standing and not in FOV - turn toward and look at the alert

(Suspicious or higher) and Moving and in FOV - stop and look at the alert

(Suspicious or higher) and Moving and not in FOV - stop and turn toward and look at the alert


Correct?

Springheel

Springheel

14.08.2013 03:29

administrator   ~0006021

Last edited: 14.08.2013 03:30

Most of it seems correct. Two things I'd question.

When you say "Idle or Observant"; I don't think AI should pay any attention to alerts in Idle state. If the alert isn't enough to send them to Observant, then they should ignore it.

"(Idle or Observant) and (Standing or Moving) and not in FOV - move head as far as possible toward the alert w/o turning toward it"

I'm not sure if this was the default behaviour in 1.08. I'm a bit concerned that if the player is behind the AI, and the AI turns his head, the player will wind up in his peripheral vision, which is essentially the same as turning around (since our peripheral vision is no less accurate than full vision).

It might be better to say that if not in FOV, the AI does not move their head at all...I _think_ that's the way in 1.08, but I'd have to test it and I'm out of time tonight.

grayman

grayman

14.08.2013 11:56

viewer   ~0006022

"I don't think AI should pay any attention to alerts in Idle state."

What if they're in Alert Idle?
Springheel

Springheel

14.08.2013 13:46

administrator   ~0006023

Last edited: 14.08.2013 13:47

Even so. The player gets no warning that AI are receiving alerts until the AI goes to Observant, so I don't think the AI's behaviour should change until then. AI already have higher acuity when idle_alert, so they'll go to Observant a bit faster--that should simulate them paying more attention.

grayman

grayman

15.08.2013 00:37

viewer   ~0006024

Better implementation of when an AI should look at an alert spot.

Rev. 5859:

AI.cpp
AI.h
CombatState.cpp
SearchingState.cpp
SuspiciousState.cpp
ObservantState.cpp
State.cpp

Issue History

Date Modified Username Field Change
14.08.2013 01:01 Springheel New Issue
14.08.2013 01:04 Springheel Description Updated
14.08.2013 02:23 grayman Assigned To => grayman
14.08.2013 02:23 grayman Status new => assigned
14.08.2013 02:49 grayman Note Added: 0006020
14.08.2013 02:50 grayman Note Edited: 0006020
14.08.2013 03:29 Springheel Note Added: 0006021
14.08.2013 03:29 Springheel Note Edited: 0006021
14.08.2013 03:30 Springheel Note Edited: 0006021
14.08.2013 11:56 grayman Note Added: 0006022
14.08.2013 13:46 Springheel Note Added: 0006023
14.08.2013 13:47 Springheel Note Edited: 0006023
15.08.2013 00:37 grayman Note Added: 0006024
15.08.2013 00:37 grayman Status assigned => feedback
18.08.2013 00:27 Springheel Status feedback => resolved
18.08.2013 00:27 Springheel Resolution open => fixed