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IDProjectCategoryView StatusLast Update
0004870The Dark ModAIpublic11.02.2024 04:36
Reportergrayman Assigned To 
PrioritynormalSeveritynormalReproducibilityhave not tried
Status feedbackResolutionopen 
Product VersionTDM 2.06 
Summary0004870: Fleeing AI can't open locked door
DescriptionSomething to double-check. The door handling code should already be able to handle this, but apparently there's a glitch.

When an AI locks a door behind him, and then gets scared, he runs back to the door and gets stuck running in place instead of unlocking the door and running through.

Make sure the locked door is his only exit from the area.
Steps To Reproduce(from comment below)
* Open Closemouthed Shadows
* In the console: Set player to God, Noclip, Invisible
* Without unlocking the first room on the right, noclip through the door and land on the table with the wine goblet on the left (disable noclip)
* Turn off invisibility
* From the table, attack the thug
* If you damage him enough, he will flee towards the door then attempt to open the door and stop in his tracks then wander around for another flee path.
Tagsdoors, pathfinding, psychology

Activities

Obsttorte

Obsttorte

19.07.2018 09:19

developer   ~0010704

Tried it in svn and I am not able to reproduce the issue. Does this happen in a specific mission?
STiFU

STiFU

26.12.2018 20:42

developer   ~0011137

I have observed similar behavior on the roof on WS1 in 2.07 beta 01. However, the AI was not fleeing, but hunting me. That's what I think at least.
nbohr1more

nbohr1more

27.12.2018 02:52

developer   ~0011140

I sorta replicated it. No treadmilling and perhaps the door needed to be set to
allow AI to handle it.

1) Open Closemouthed Shadows
2) Set player to God, Noclip, Invisible (in the console)
3) Without unlocking the first room on the right, noclip through the door and
land on the table with the wine goblet on the left (disable noclip)
4) Turn off invisibility
5) From the table, attack the thug
6) If you damage him enough, he will flee towards the door then attempt to
open the door and stop in his tracks then wander around for another flee path.

Issue History

Date Modified Username Field Change
18.07.2018 16:35 grayman New Issue
19.07.2018 09:19 Obsttorte Note Added: 0010704
26.12.2018 20:06 nbohr1more Status new => feedback
26.12.2018 20:42 STiFU Note Added: 0011137
27.12.2018 02:52 nbohr1more Note Added: 0011140
26.01.2024 14:38 Fiver Tag Attached: doors
11.02.2024 04:33 Fiver Tag Attached: psychology
11.02.2024 04:33 Fiver Tag Attached: pathfinding
11.02.2024 04:36 Fiver Steps to Reproduce Updated