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IDProjectCategoryView StatusLast Update
0003756The Dark ModAIpublic20.07.2014 01:48
ReporterSpringheel Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status resolvedResolutionfixed 
Product VersionTDM 2.02 
Target VersionTDM 2.03Fixed in VersionTDM 2.03 
Summary0003756: AI don't react to doors hitting them
DescriptionI'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?
TagsNo tags attached.

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grayman

grayman

20.07.2014 01:48

viewer   ~0006760

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

Issue History

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