View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0004870 | The Dark Mod | AI | public | 18.07.2018 16:35 | 11.02.2024 04:36 |
Reporter | grayman | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | feedback | Resolution | open | ||
Product Version | TDM 2.06 | ||||
Summary | 0004870: Fleeing AI can't open locked door | ||||
Description | Something 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. | ||||
Tags | doors, pathfinding, psychology | ||||
Tried it in svn and I am not able to reproduce the issue. Does this happen in a specific mission? | |
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. | |
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. |
|
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 |