View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003520 | The Dark Mod | AI | public | 14.08.2013 01:01 | 18.08.2013 00:27 |
Reporter | Springheel | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.00 | ||||
Target Version | TDM 2.00 | ||||
Summary | 0003520: AI are turning around in Alert State 1 | ||||
Description | Currently, 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. | ||||
Tags | No tags attached. | ||||
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? |
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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. |
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"I don't think AI should pay any attention to alerts in Idle state." What if they're in Alert Idle? |
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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. |
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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 |
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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 |