View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0004240 | The Dark Mod | Def / Setup | public | 25.10.2015 08:42 | 21.12.2018 21:25 |
Reporter | sotha_sil | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | closed | Resolution | won't fix | ||
Product Version | TDM 2.03 | ||||
Summary | 0004240: AI will not close "shouldbeclosed 1" atdm:mover_door_sliding | ||||
Description | AI will not close an atdm:mover_door_sliding, which is marked "shouldbeclosed 1". They are alerted, search a bit, then relax. They will not close the door. | ||||
Steps To Reproduce | Play The Golden Skull FM. Open the display case the skull is in and let the AI see the open case. | ||||
Tags | No tags attached. | ||||
There are two parts to the suspicious door code: 1 - the open door causes the guard to search 2 - the door-handling code lets the guard close the door afterward 1 doesn't involve handling the door. 2 does. But since the guard can't use the display case as a regular door, the code probably aborts near the beginning of door handling. This would work if a switch controlled the display case, but I don't think that's the case here. I'll look at this in a week or two, to make sure there's nothing about vertically sliding doors that causes a glitch. I'll also look into adding a special case for closing doors (normal or sliding) the AI can't walk through if I can't find anything wrong. |
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Rule: AI will not use a door if they can't fit through it. This rule is in place to prevent AI from opening cabinet doors. Unfortunately, in order for an AI to close a suspicious door after searching around it, he needs to be able to handle it. All the door-handling code is written on the premise that the AI can walk through the door. If I had noticed this during an alpha or beta test, I would have changed the mechanic to the following: 1 - Write a script that keeps an eye on the AI's alert level, and the moment it drops from Searching to Suspicious, do the following: a - check for distance from the sliding door. if not close by, quit. if close by, continue with the next step 'b'. b - if the door is open, walk up to it, interact with it (raise hand toward it), and close it. |
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I'd like to close this as 'not a problem'. | |
Can I close this? It can't be done with the current door-handling code, it's difficult to add to the current code, and the best solution would be my suggestion in my Dec 5 note above. | |
Date Modified | Username | Field | Change |
---|---|---|---|
25.10.2015 08:42 | sotha_sil | New Issue | |
25.10.2015 12:38 | grayman | Note Added: 0007878 | |
25.10.2015 12:38 | grayman | Assigned To | => grayman |
25.10.2015 12:38 | grayman | Status | new => assigned |
05.12.2015 21:28 | grayman | Note Added: 0007899 | |
05.12.2015 21:30 | grayman | Note Added: 0007900 | |
02.01.2016 17:03 | grayman | Status | assigned => feedback |
25.09.2016 19:45 | grayman | Note Added: 0008354 | |
15.09.2017 04:05 | nbohr1more | Status | feedback => closed |
15.09.2017 04:05 | nbohr1more | Resolution | open => won't fix |
21.12.2018 21:25 | nbohr1more | Relationship added | related to 0002841 |