View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003528 | The Dark Mod | AI | public | 22.08.2013 19:09 | 06.04.2014 16:33 |
Reporter | grayman | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 1.08 | ||||
Target Version | TDM 2.02 | Fixed in Version | TDM 2.02 | ||
Summary | 0003528: Problem with sleeping AI waking up | ||||
Description | Put an AI to sleep at mission start using a path_corner and a path_sleep, where the path_sleep is the end of the line. Raise the sleeping AI's alert level to Observant. When his alert level falls back to Idle, he'll awake and stand up. Moments later, he goes back to bed. The test case is Living Expenses' two sleeping guards. Though not tested, AI told to sit at mission start using the same method will have the same problem. | ||||
Tags | No tags attached. | ||||
If sleeping or sitting when returning to IdleState from ObservantState, there’s no need to restart the Patrol task. Doing so caused the AI to stand up. Fixed a problem with the Sleeping Path Task not finishing properly, which was keeping it from activating its targets. Checked the Sitting Path Task and it was okay. Rev. 5947: IdleState.cpp ObservantState.cpp PathSitTask.cpp PathSleepTask.cpp PathSleep.h Memory.cpp Memory.h |
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Date Modified | Username | Field | Change |
---|---|---|---|
22.08.2013 19:09 | grayman | New Issue | |
22.08.2013 19:09 | grayman | Status | new => assigned |
22.08.2013 19:09 | grayman | Assigned To | => grayman |
22.08.2013 20:46 | grayman | Target Version | => TDM 2.01 |
22.08.2013 20:46 | grayman | Description Updated | |
23.11.2013 16:37 | grayman | Target Version | TDM 2.01 => TDM 2.02 |
06.04.2014 16:33 | grayman | Note Added: 0006503 | |
06.04.2014 16:33 | grayman | Status | assigned => resolved |
06.04.2014 16:33 | grayman | Resolution | open => fixed |
06.04.2014 16:33 | grayman | Fixed in Version | => TDM 2.02 |