View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003656||The Dark Mod||Feature proposal||public||23.01.2014 17:29||28.03.2018 17:23|
|Priority||normal||Severity||normal||Reproducibility||have not tried|
|Product Version||TDM 2.01|
|Summary||0003656: Civilian AI should return with guards after spotting player|
|Description||We currently have two different kinds of barks that are unused. In TDS, when a civilian sees the player, they run to get a guard, and then bring the guard back to the last location they saw the player. If the player is visible, they play a "See, there he is!" bark. If not, they say their, "He was here a minute ago" bark.|
We have barks for both those situations as well, but our AI stay at the flee marker after fleeing--they do not come back with the armed AI, so there is never an opportunity to use those barks.
|Tags||No tags attached.|
This will require making the fleeing AI aware that guards are returning to the spot where the alert occurred, and having the AI trail along behind the guards.
We'll need a new task that takes over from the fleeing task, essentially stopping the flight.
Doable, but requires a fair amount of code.
|Dont the Ai go and get guards now?|
|Needs further testing|