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IDProjectCategoryView StatusLast Update
0000049The Dark ModCodingpublic26.03.2010 07:38
ReporterSneaksieDave Assigned Tocrispy  
PrioritynormalSeverityfeatureReproducibilityalways
Status closedResolutionfixed 
Summary0000049: Feature Request: Custom Path Entities
DescriptionOriginal thread:
http://modetwo.net/darkmod/index.php?s=&showtopic=4039&view=findpost&p=74625

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1. For path_wait (already exists), a randomized range for the time. This goes back to DromEd where you could set a minimum and maximum time an AI would wait at a patrol point. So they might stay twelve seconds, or they might leave after three.

2. a path_look node, as in TDS. These are great. Basically, all it does is, when the AI reaches that patrol point, they look at something. This could be done by having them look at a bound item, or even just supplying a head turn angle would be good enough. On my TDS map which will probably never get beyond 50%, I had patrolling guards which would look over their shoulders just before rounding a corner. Eeeeevil.

3. related to 0000002, a face direction for path_wait nodes. I'm assuming this doesn't already exist, because I didn't see any key for it. Different from 0000002 in that this causes the AI to stop, turn his whole body toward an item, and wait there, where as 0000002 is just a brief head turn while walking.

4. path_random (not a very good name...) This would be a path node that targets several other path nodes. I forget what it's called in TDS. Anyway, this individual point could link to, for instance, three nodes in different directions, and even link back to the node the AI just came from. This really gives some tension building randomness to patrols. Also, in TDS, you are able to "weight" the links, so that the AI might be 25% likely to follow path A, and 75% likely to follow path B.

Come to think of it, chance weighting would probably be great with 0000002 as well (whether or not they look on that pass).

(Discussion continues in thread linked above)
TagsNo tags attached.

Relationships

related to 0000834 closedgreebo AI conversation system needed 
has duplicate 0000542 closedcrispy Add conversation and additional path node functionality from D3 NPCs to TDM AIs 

Activities

crispy

crispy

18.04.2008 09:16

reporter   ~0001146

1 is already implemented; set the "waitmax" spawnarg to some nonzero value, and the length of time waited for will be between "wait" and "waitmax".

2 is called path_lookat in D3, and does need implementing.

3 can be simulated using a path_turn followed immediately by a path_wait.

4 is already possible, by using multiple path targets. (A random target will be picked from the available targets.) There is no way to change the weighting, however.

So all that needs to be done to resolve this issue is implementing path_lookat, possibly adding functionality to weight each target of a node, and implementing any other functionality that people want.
crispy

crispy

02.06.2008 02:37

reporter   ~0001228

http://modetwo.net/darkmod/index.php?showtopic=7650 was my attempt to nail down the scope of this issue, so I'll be using that thread to figure out when this issue is resolved.
angua

angua

28.12.2008 20:41

manager   ~0002267

Last edited: 29.12.2008 10:24

1 as Crispy said, only that the spawnarg is called wait_max.

2 path_lookat was already implemented, the AI will start looking at a given entity and immediately proceed with the next path while looking. Sometimes, the looking will be interrupted by idle anims though. Random head turning is skipped now when the AI is currently looking at a specified position or entity (no new pk4 yet).

3 is also implemented now, you have to set the angles to the direction to face. (No new pk4 yet).

4 is also implemented now using the "chance" spawn arg (no new pk4 yet).

Issue History

Date Modified Username Field Change
26.01.2007 19:59 SneaksieDave New Issue
18.04.2008 05:59 crispy Status new => assigned
18.04.2008 05:59 crispy Assigned To => crispy
18.04.2008 09:16 crispy Note Added: 0001146
02.06.2008 02:37 crispy Note Added: 0001228
02.06.2008 02:37 crispy Relationship added has duplicate 0000542
10.06.2008 01:36 crispy Relationship added related to 0000834
28.12.2008 20:41 angua Note Added: 0002267
28.12.2008 21:17 angua Note Edited: 0002267
28.12.2008 23:01 angua Note Edited: 0002267
29.12.2008 10:24 angua Note Edited: 0002267
29.12.2008 10:35 angua Status assigned => resolved
29.12.2008 10:35 angua Resolution open => fixed
26.03.2010 07:38 greebo Status resolved => closed