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 |
| Reporter | Springheel | Assigned To | |||
| Priority | normal | Severity | normal | Reproducibility | have not tried |
| Status | new | Resolution | open | ||
| 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. | ||||
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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. |
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| Dont the Ai go and get guards now? | |
| Needs further testing | |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 23.01.2014 17:29 | Springheel | New Issue | |
| 24.01.2014 00:19 | grayman | Note Added: 0006355 | |
| 28.03.2018 16:11 |
|
Note Added: 0010313 | |
| 28.03.2018 17:23 | grayman | Note Added: 0010317 |