View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003738||The Dark Mod||AI||public||28.05.2014 03:26||28.05.2014 11:41|
|Product Version||TDM 2.02|
|Target Version||TDM 2.02||Fixed in Version||TDM 2.02|
|Summary||0003738: Certain pickpocketed objects should not elicit a reaction from an AI|
|Description||2.02 includes a new "react to having a pocket picked" feature.|
Certain objects should not cause the AI to react. For example, he shouldn't notice when an arrow is plucked from a quiver on his back, since he has many more arrows in the quiver.
So we need a spawnarg for objects like this.
"notice_when_stolen" "1" - react when this is stolen (default)
"notice_when_stolen" "0" - don't react when this is stolen
A setting of "1" doesn't guarantee a reaction, since there are other rules in place that determine whether a reaction occurs or not.
|Tags||No tags attached.|
Afterthought: Would a stolen arrow register as a picked pocket? The arrow is attached to the quiver, and the quiver to the AI. Stolen items are only registered if they're directly attached to the AI.
Edit: No, they're not, but it's due to ammunition being handled differently, and not considered objects that can be pickpocketed.
Added a “notice_when_stolen” spawnarg for items that can be stolen from AI but shouldn’t cause the AI to react.
|28.05.2014 03:26||grayman||New Issue|
|28.05.2014 03:26||grayman||Status||new => assigned|
|28.05.2014 03:26||grayman||Assigned To||=> grayman|
|28.05.2014 03:39||grayman||Note Added: 0006642|
|28.05.2014 11:31||grayman||Note Edited: 0006642||View Revisions|
|28.05.2014 11:41||grayman||Note Added: 0006643|
|28.05.2014 11:41||grayman||Status||assigned => resolved|
|28.05.2014 11:41||grayman||Resolution||open => fixed|
|28.05.2014 11:41||grayman||Fixed in Version||=> TDM 2.02|