View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003806 | The Dark Mod | AI | public | 05.08.2014 15:53 | 15.09.2014 19:33 |
Reporter | Springheel | Assigned To | SteveL | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.03 | ||||
Target Version | TDM 2.03 | Fixed in Version | TDM 2.03 | ||
Summary | 0003806: Make sure turn animation overrides idles | ||||
Description | right now if AI are in the middle of an idle animation while turning, their legs just spin on the spot instead of playing the turn animation. http://forums.thedarkmod.com/topic/16402-turn-left-right-animations/page__p__350194#entry350194 | ||||
Tags | No tags attached. | ||||
related to | 0003850 | new | AI turn speed is wrong |
Not sure from the thread...did you already deal with this Steve? | |
Erm... no I didn't. I'm trying to remember what it was I did do. I remember making a video. I think I demo'd that legs could be synced with torso in the game scripts but without actually changing anything. Anyway, I'll take a look at it when I'm done with the occluder proof of concept--hopefully soon! | |
Here's the correct link to the thread: http://forums.thedarkmod.com/topic/16402-turn-left-right-animations/page__view__findpost__p__350194 | |
There are 3 issues mentioned by Arcturus in the thread -- this one, plus: 2: turn anim doesn't play on torso 3: anim turn rate is too fast for the current anim I'll take (3) back to the thread for discussion after fixing this, but I wonder if (2) should be fixed with this one? Should the same rules apply, i.e. that a turn anim should override idle anims on both legs and torso? For example, we wouldn't want the turn anim to override purposeful anims like sword-drawing, but it should override idle anims like knee-scratching or nose-picking. |
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Is it possible/reasonable to allow an idle to finish -before- the AI turns? I'm imagining that interrupting some idles might look a bit odd. |
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I guess I could make the scripts do that but I'd have to ask you and grayman to think about the consequences :) I don't know anything about the AI state system. Would it have to be dependent on alert level, for example? | |
Maybe we need a discussion topic on the issue; I'm too fuzzy to think it through just now. | |
Proposed fix following discussion: == Idle wait states (custom idles) override turns by delaying the turn, which happens after the idle finishes. Shouldn't affect critical moments like combat or chasing as idles won't be playing anyway. == Turn anims only get to play therefore when the AI is standing still and not playing a custom idle, so it's safe to play them on the torso too. == Random custom idle anims that arise during a turn are suppressed. |
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Patch is ready for this, but waiting on a decision whether we need new torch-carrier versions of the turn animations first. | |
Committed rv6101 (code), rv13993(script, game dll) tdm_ai_base.script game/ai/AI.cpp game/ai/Tasks/IdleAnimationTask.cpp |
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Reopening tracker and rolled back commit while I check out an error report. grayman has supplied a test map where fighting AI stop moving, which was fixed by removing the changes. | |
Commit attempt # 2 at rv6014 (code), rv13995 (binaries, script). Legs anim state no longer overrides anything on the torso. Torso is independently responsible for syncing itself to the legs anim state if it's idle and detects a turn. |
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Date Modified | Username | Field | Change |
---|---|---|---|
05.08.2014 15:53 | Springheel | New Issue | |
17.08.2014 01:11 | Springheel | Note Added: 0006855 | |
17.08.2014 01:11 | Springheel | Assigned To | => SteveL |
17.08.2014 01:11 | Springheel | Status | new => assigned |
20.08.2014 16:32 | SteveL | Note Added: 0006860 | |
22.08.2014 17:01 | Springheel | Note Added: 0006867 | |
09.09.2014 20:21 | SteveL | Note Added: 0006972 | |
09.09.2014 20:21 | SteveL | Status | assigned => feedback |
09.09.2014 21:42 | Springheel | Note Added: 0006973 | |
09.09.2014 21:42 | Springheel | Status | feedback => assigned |
09.09.2014 21:42 | Springheel | Note Edited: 0006973 | |
09.09.2014 21:57 | SteveL | Note Added: 0006974 | |
10.09.2014 03:45 | Springheel | Note Added: 0006975 | |
12.09.2014 17:23 | SteveL | Description Updated | |
12.09.2014 17:27 | SteveL | Relationship added | related to 0003850 |
12.09.2014 17:27 | SteveL | Target Version | => TDM 2.03 |
12.09.2014 18:58 | SteveL | Note Added: 0006983 | |
12.09.2014 18:58 | SteveL | Note Edited: 0006983 | |
13.09.2014 09:53 | SteveL | Note Added: 0006986 | |
14.09.2014 20:38 | SteveL | Note Added: 0007000 | |
14.09.2014 20:41 | SteveL | Status | assigned => resolved |
14.09.2014 20:41 | SteveL | Fixed in Version | => TDM 2.03 |
14.09.2014 20:41 | SteveL | Resolution | open => fixed |
15.09.2014 06:25 | SteveL | Note Added: 0007005 | |
15.09.2014 06:25 | SteveL | Status | resolved => assigned |
15.09.2014 19:33 | SteveL | Note Added: 0007010 | |
15.09.2014 19:33 | SteveL | Status | assigned => resolved |
15.09.2014 19:33 | SteveL | Note Edited: 0007010 |