View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003847 | The Dark Mod | AI | public | 10.09.2014 19:23 | 21.09.2014 00:02 |
Reporter | grayman | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | sometimes |
Status | resolved | Resolution | fixed | ||
Product Version | SVN | ||||
Target Version | TDM 2.03 | Fixed in Version | TDM 2.03 | ||
Summary | 0003847: Unarmed AI flees to flee point, then stands still as enemy AI whacks away at him | ||||
Description | Sometimes the unarmed AI flees again, and sometimes he just stands there. Need to understand why he would stick around to be killed. This is not when the player is the enemy. In that case, the AI always flees. | ||||
Tags | No tags attached. | ||||
Allow AI to assess the danger as they near the spot they’re fleeing to. If the danger is still present at the goal (i.e. they’re being chased), find a new goal and flee there. Allow AI that are “afraid” (unarmed, civilian, or low health) to flee from broadhead arrows, whether they break nearby or stick. If a victorious AI is kneeling over his victim after combat, and he’s attacked, abort the kneel anim and take on the new enemy. When assessing a flee point, if the threat location is too close to the point, skip it. This was causing the AI to stand still while getting whacked. Ignore sticking arrows you fired. Ignore sticking arrows fired by someone you killed. Rev. 6107: CombatState.cpp CombatState.h FleeState.cpp PainState.cpp SearchingState.cpp SearchingState.h State.cpp State.h FleeTask.cpp AI.cpp AI.h EscapePointEvaluator.cpp EscapePointEvaluator.h |
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Date Modified | Username | Field | Change |
---|---|---|---|
10.09.2014 19:23 | grayman | New Issue | |
10.09.2014 19:23 | grayman | Status | new => assigned |
10.09.2014 19:23 | grayman | Assigned To | => grayman |
21.09.2014 00:02 | grayman | Note Added: 0007021 | |
21.09.2014 00:02 | grayman | Status | assigned => resolved |
21.09.2014 00:02 | grayman | Resolution | open => fixed |
21.09.2014 00:02 | grayman | Fixed in Version | => TDM 2.03 |