View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003850 | The Dark Mod | Script/Def | public | 12.09.2014 17:27 | 15.02.2017 04:39 |
Reporter | SteveL | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | new | Resolution | open | ||
Product Version | TDM 2.02 | ||||
Summary | 0003850: AI turn speed is wrong | ||||
Description | The current turn speed is too fast for a relaxed AI, and the turn animation that plays when a relaxed AI turns was set up for half the speed. It causes the AI to slide instead of step. | ||||
Additional Information | Full details and videos in this post and the following ones by Arcturus: http://forums.thedarkmod.com/topic/16402-turn-left-right-animations/page__p__350194#entry350194 | ||||
Tags | No tags attached. | ||||
Turn rate is set by spawnarg "turn_rate" in the def for atdm:ai_humanoid Turning is controlled by tdm_ai_base.script, functions Legs_turnLeft and Legs_TurnRight. Those functions already choose a different turn anim depending whether the AI is in combat or not. We could apply a different turn speed too, if we add a "turn_speed_combat" "180" spawnarg, and change "turn_speed" to "59". |
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Committed at rev 14113 tdm_ai_base.def (new spawnarg) tdm_ai_humanoid.def (human settings) tdm_ai_base.script |
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Reopened to check whether any non humanoid ai have different turn speeds set, and if so either give them a turn_rate_combat too, or simply delete the new spawnarg from tdm_ai_base, and leave it as a property of humanoids only. The first is better, but either would work. The AI script will fall back on the old turn_rate in combat if there's no turn_rate_combat spawnarg. | |
I've added "turn_rate_combat" as a property to all AI that specify a turn_rate: tdm_ai_animal_horse2.def tdm_ai_animal_rat.def tdm_ai_base.def tdm_ai_humanoid.def tdm_ai_humanoid_undead.def tdm_ai_undead_skeleton.def tdm_ai_undead_zombie.def tdm_ai_monster_spider.def tdm_ai_steambot_lantern.def tdm_ai_steambot_guard.def There's only 1 published map that has an AI with a tweaked turn rate: One Step Too Far, and the AI in question is called "Cutscene_Skeleton" which makes me hope there's no chance that it will get into a fight and need its combat turn rate reducing to match its slow tweaked turn_rate. I've pinged Dragofer to ask. At rev: 14118 |
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Reopened due to side-effects: http://forums.thedarkmod.com/topic/16749-ai-bumping-into-things-in-svn-14120/ | |
Moved to 2.04 because it'll need a game code solution not just a script amendment. If the scripts fiddle with turn rate, they can't put it back again reliably. And the game needs to control turn rate while the ai is moving. | |
Date Modified | Username | Field | Change |
---|---|---|---|
12.09.2014 17:27 | SteveL | New Issue | |
12.09.2014 17:27 | SteveL | Status | new => assigned |
12.09.2014 17:27 | SteveL | Assigned To | => SteveL |
12.09.2014 17:27 | SteveL | Relationship added | related to 0003806 |
04.12.2014 20:35 | SteveL | Note Added: 0007201 | |
04.12.2014 22:56 | SteveL | Note Added: 0007202 | |
04.12.2014 22:56 | SteveL | Status | assigned => resolved |
04.12.2014 22:56 | SteveL | Fixed in Version | => TDM 2.03 |
04.12.2014 22:56 | SteveL | Resolution | open => fixed |
05.12.2014 08:13 | SteveL | Note Added: 0007205 | |
05.12.2014 08:13 | SteveL | Status | resolved => assigned |
05.12.2014 18:52 | SteveL | Note Added: 0007207 | |
05.12.2014 18:53 | SteveL | Note Edited: 0007207 | |
05.12.2014 18:54 | SteveL | Status | assigned => resolved |
05.12.2014 20:41 | SteveL | Note Added: 0007210 | |
05.12.2014 20:41 | SteveL | Status | resolved => assigned |
05.12.2014 23:08 | SteveL | Resolution | fixed => open |
05.12.2014 23:08 | SteveL | Fixed in Version | TDM 2.03 => |
05.12.2014 23:08 | SteveL | Target Version | TDM 2.03 => |
06.12.2014 10:23 | SteveL | Note Added: 0007215 | |
15.02.2017 04:39 | grayman | Assigned To | SteveL => |
15.02.2017 04:39 | grayman | Status | assigned => new |