View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003699 | The Dark Mod | AI | public | 25.03.2014 18:15 | 12.07.2014 03:20 |
Reporter | Dunedain19 | Assigned To | grayman | ||
Priority | high | Severity | feature | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.01 | ||||
Target Version | TDM 2.03 | Fixed in Version | TDM 2.03 | ||
Summary | 0003699: Unconscious AI Not Sustaining Fall Damage | ||||
Description | The title sums it up effectively; that being said, unconscious AI can be dropped repeatedly from any high height and sustain absolutely no damage whatsoever. They also do not utilise any pain barks during this process, which is what alerted me to the problem. I have tested this on the following models, though I assume the problem is universal: 1. City Guard 2. Wench 3. Merchant 4. Thug | ||||
Steps To Reproduce | 1. Knock out an AI 2. Frob AI onto shoulder 3. Noclip to high height 4. Release AI so they fall to the ground 5. Frob again to check AI status (should still be unconscious) | ||||
Tags | No tags attached. | ||||
In Beleaguered Fence, Lark Butternose is often saved by throwing him out from the second floor window... If he dies after the changes, some sort of cushion needs to be added. Edit: Lark Butternose is not an AI; he's a ragdoll. As such, he doesn't accrue damage, so this issue's fix won't break Beleaguered Fence. |
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Falling damage varies a great deal, depending on which part of the body is struck, whether there's armor, etc. An unconscious body tossed over an 1800 doom-unit-high cliff can crash to the ground below, landing on its head, and accrue anywhere from 10 to 160 units of damage. A human falling from the equivalent height (150') in real life would die. So having CrashLand() apply only 10 units of damage is unrealistic. It seems CrashLand() needs to take a few more factors into account. |
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The reason ragdolls didn’t receive damage was because CrashLand() was using the wrong physics. Fixed CrashLand() so it processes damage differently for conscious AI and the Player (idPhysics_Actor) and ragdolls (idPhysics_AF). Added water level math for idPhysics_AF. Water level affects damage. Didn’t like the Mary Poppins appearance of conscious falling AI, so CrashLand() now KOs a falling AI at the point where it recognizes that the AI will be falling more than 200 units. The KO causes the AI to change to ragdoll and drop a raised weapon. The tumbling AI looks much better. Created a new KO for falling, to go with KOs for gas and blackjacks. Rev. 6056: KnockedOutState.cpp AI.cpp AI.h Actor.cpp Actor.h |
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Date Modified | Username | Field | Change |
---|---|---|---|
25.03.2014 18:15 | Dunedain19 | New Issue | |
29.06.2014 16:18 | grayman | Target Version | => TDM 2.03 |
29.06.2014 18:51 | grayman | Note Added: 0006690 | |
08.07.2014 14:19 | grayman | Assigned To | => grayman |
08.07.2014 14:19 | grayman | Status | new => assigned |
09.07.2014 15:46 | grayman | Note Added: 0006706 | |
11.07.2014 02:47 | grayman | Note Edited: 0006690 | |
12.07.2014 03:20 | grayman | Note Added: 0006709 | |
12.07.2014 03:20 | grayman | Status | assigned => resolved |
12.07.2014 03:20 | grayman | Resolution | open => fixed |
12.07.2014 03:20 | grayman | Fixed in Version | => TDM 2.03 |