View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003729||The Dark Mod||Def / Setup||public||18.05.2014 00:03||18.05.2014 14:05|
|Priority||normal||Severity||normal||Reproducibility||have not tried|
|Product Version||TDM 2.02|
|Target Version||TDM 2.02||Fixed in Version||TDM 2.02|
|Summary||0003729: St. Lucia alarm|
|Description|| for the record, changing it to sprS was causing alarms not to propogate AT ALL, outside of St. Lucia. There must be something else going on in St. Lucia that causes an alarm independently of the sprS sound.|
Although turning it back to sprGS has recreated the problem again of alerting every AI in the map
Somehow the alarm was still working even when it was sprS...are there two alarms triggered or something?
|Tags||No tags attached.|
The alarm entity may be incorrect. There are two spawnargs:
Changing alarm_mild to a volume of "1" did not change AI behaviour, so I assume that line is not being used. Need to run the same test on "alarm" when I get back.
Interesting. When I change "alarm" to a value of 1, many AI still went to a Level 4 alert (not as many though) but they did not run to the spot, as they should with an alarm.
This suggests that something else is sending them to a lvl 4 alert when the statue is destroyed.
Ok, there's a separate "sprGS_stone_impact_heavy" being triggered, with a volume of 80.
This spawnarg appears to be incorrect: snd_propagate alarm_mild
|18.05.2014 00:03||Springheel||New Issue|
|18.05.2014 00:03||Springheel||Status||new => assigned|
|18.05.2014 00:03||Springheel||Assigned To||=> Springheel|
|18.05.2014 00:21||Springheel||Note Added: 0006609|
|18.05.2014 00:24||Springheel||Note Added: 0006610|
|18.05.2014 12:24||Springheel||Note Added: 0006611|
|18.05.2014 12:38||Springheel||Note Edited: 0006611||View Revisions|
|18.05.2014 14:05||Springheel||Status||assigned => resolved|
|18.05.2014 14:05||Springheel||Fixed in Version||=> TDM 2.02|
|18.05.2014 14:05||Springheel||Resolution||open => fixed|