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IDProjectCategoryView StatusLast Update
0003847The Dark ModAIpublic21.09.2014 00:02
Reportergrayman Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilitysometimes
Status resolvedResolutionfixed 
Product VersionSVN 
Target VersionTDM 2.03Fixed in VersionTDM 2.03 
Summary0003847: Unarmed AI flees to flee point, then stands still as enemy AI whacks away at him
DescriptionSometimes 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.
TagsNo tags attached.

Activities

grayman

grayman

21.09.2014 00:02

viewer   ~0007021

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

Issue History

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