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IDProjectCategoryView StatusLast Update
0004240The Dark ModDef / Setuppublic21.12.2018 21:25
Reportersotha_sil Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilityalways
Status closedResolutionwon't fix 
Product VersionTDM 2.03 
Summary0004240: AI will not close "shouldbeclosed 1" atdm:mover_door_sliding
DescriptionAI 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 ReproducePlay The Golden Skull FM.

Open the display case the skull is in and let the AI see the open case.
TagsNo tags attached.

Relationships

related to 0002841 resolvedgrayman AI have problems with double doors marked "shouldBeClosed" 

Activities

grayman

grayman

25.10.2015 12:38

viewer   ~0007878

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.
grayman

grayman

05.12.2015 21:28

viewer   ~0007899

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.
grayman

grayman

05.12.2015 21:30

viewer   ~0007900

I'd like to close this as 'not a problem'.
grayman

grayman

25.09.2016 19:45

viewer   ~0008354

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.

Issue History

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