View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003756 | The Dark Mod | AI | public | 18.06.2014 15:26 | 20.07.2014 01:48 |
Reporter | Springheel | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.02 | ||||
Target Version | TDM 2.03 | Fixed in Version | TDM 2.03 | ||
Summary | 0003756: AI don't react to doors hitting them | ||||
Description | I've noticed two instances recently where I pushed a door open, and it hit an AI that was standing on the other side. The door just pushes the AI out of the way and he ignores it. 1. Should doors push AI out of the way? It looks a bit silly but maybe there's a gameplay reason? 2. AI should certainly notice when a door suddenly opens and hits them. Possibly use the same behaviour as thrown objects? | ||||
Tags | No tags attached. | ||||
A door hitting an AI now stops, instead of pushing it. Small AI (rats, spiders) will continue to be pushed. If the AI is moving, the door will bounce off him, and return to its closed position. AI hit by a door they aren’t handling will look at the door for a moment, then treat it like a suspicious door: they’ll search around it, and close it when finished. The AI will start his search on the far side of the door. So if the player opened the door, he’d better hide. This event adds 1 to the “evidence of intruders” count, and bumps the AI’s alert level up to halfway between Searching and Agitated Searching. (This is needed in order for the search to take place.) Since the suspicious door code is used in this case, two different barks will be heard depending on whether the door is suspicious (“shouldBeClosed = 1”) or not. If suspicious, the bark will be similar to “That’s not supposed to be open”. If hit by a non-suspicious door, the bark will be similar to “That’s odd”. Needed to add the “That’s odd” bark (“snd_somethingSuspicious”) to the Moor and the Cynic. After barking, disallow any rising alert barks or repeated search barks until enough time has passed for the initial reaction bark to be played. They were getting cut off by barks like “Huh?”. Revs. 6063, 6064: AI.cpp AI.h AI_events.cpp HitByMoveableState.cpp SearchingState.cpp State.cpp HandleDoorTask.cpp InvestigateSpotTask.cpp RepeatedBarkTask.cpp BinaryFrobMover.cpp Entity.cpp Game_local.h Push.cpp Rev. 13917: tdm_ai_vocal_sets02.def |
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Date Modified | Username | Field | Change |
---|---|---|---|
18.06.2014 15:26 | Springheel | New Issue | |
19.07.2014 19:52 | grayman | Assigned To | => grayman |
19.07.2014 19:52 | grayman | Status | new => assigned |
20.07.2014 01:48 | grayman | Note Added: 0006760 | |
20.07.2014 01:48 | grayman | Status | assigned => resolved |
20.07.2014 01:48 | grayman | Resolution | open => fixed |
20.07.2014 01:48 | grayman | Product Version | => TDM 2.02 |
20.07.2014 01:48 | grayman | Fixed in Version | => TDM 2.03 |
20.07.2014 01:48 | grayman | Target Version | => TDM 2.03 |