View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0005888 | The Dark Mod | AI | public | 24.01.2022 08:27 | 01.01.2023 12:08 |
Reporter | araneidae | Assigned To | Dragofer | ||
Priority | normal | Severity | normal | Reproducibility | sometimes |
Status | resolved | Resolution | fixed | ||
Fixed in Version | TDM 2.11 | ||||
Summary | 0005888: AI alerts not always reflected in stealth status | ||||
Description | Having recently installed tdm_loot_stealth_stats.pk4 (downloaded from https://forums.thedarkmod.com/index.php?/topic/20245-view-stealth-score-during-gameplay/&do=findComment&comment=443437 and attached below) I have started to notice the occasional disconnect between AI alerts and the reported stealth status. I have three reports in the forums: 1. https://forums.thedarkmod.com/index.php?/topic/20245-view-stealth-score-during-gameplay/&do=findComment&comment=468410 -- spotted by a civilian, who enters panic state, but stealth score remains zero 2. https://forums.thedarkmod.com/index.php?/topic/20245-view-stealth-score-during-gameplay/&do=findComment&comment=468630 (same forum) -- bumped into by guard, enters full search mode, stealth score remains zero 3. https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/&do=findComment&comment=469226 -- spotted by a guard, again stealth remains zero In case (2) I did two further tests. First of all, I ran the game to completion, and verified that despite the guard being in full alert state I ended the game with a perfect zero stealth score! Secondly, I used `tdm_ai_showalert 1` to verify that the AI were alarmed even when the stealth score was zero. So it looks like there is some kind of disconnect between the AI alert status and the global stealth score. It seems that if the alert stimulus is strong and brief enough the AI will go into full alert without any global record of this! | ||||
Steps To Reproduce | I'm not sure yet, but it does seem to involve a brief alerting stimulus, maybe quickly dashing through the vision of a guard or bumping into them. | ||||
Tags | No tags attached. | ||||
Attached Files | |||||
related to | 0004222 | new | Might be a Mission Stats problem with registering alerts | |
related to | 0004002 | resolved | grayman | Review Stealth Score Reporting |
related to | 0003063 | resolved | grayman | Ai ramp up too quickly when player is seen |
parent of | 0005286 | resolved | Dragofer | Number of times seen: not increased when civilian detects player at close range |
parent of | 0006186 | resolved | Dragofer | Tactile alerts don't increment the totalTimePlayerSeen mission statistic |
related to | 0006211 | resolved | Dragofer | Stealth score not increased if player escapes into darkness while AI is in combat setup |
This has been seen with various versions of 2.10-beta, most recently with 2.10-beta4. | |
Had a very interesting example in The Accountant 1, in a room with a seated civilian and a torch illuminating a chest I want to visit (suspect I'll have to quench the torch, which is a supreme bust) -- he saw me, of course, went into alarm state and then ran away in panic. The stealth status was very interesting: first of all I got a level 1 alert, which then went away, all alerts went back to zero! When I went back out, all the guards were also in alert state, he'd obviously alarmed them all. This is completely reproducible: Walk into room so I can be seen, just stand there Score goes through three states: 1 0 0 0 1 then 0 1 0 0 2 then 0 0 0 0 0 NPC runs away in panic |
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Actually, this seems to be completely reproducible in any mission. Just get spotted briefly by a guard (don't stand there for too long). Guard goes into full alert, reported alert score remains all zeros. Not convinced this is the same as 0005286, as I'm seeing this issue with guards as well as with civilians. |
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@araneidae There's some faulty code with regards to how full detections (sightings) are added to the stealth score, as per 0005286. The conditions include: 1) the player is visible. This ignores tactile alerts from bumping into an AI in darkness. 2) the AI doesn't ignore the player with respect to stealth score This was a condition added to let stealth score increase only if the AI saw the player long enough to enter combat mode. However, civilians don't enter combat mode so they never stop ignoring the player. Both of these seem to explain example (1) and (2) in this ticket, but I'm not sure what you meant by a "remote sighting" in example (3). Also, did you notice the stealth score desync only for full detections (stealth score +5) or also for smaller alerts (stealth score +1 to +3)? |
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I've not noticed this issue with high alerts ... but of course, the point is that the stealth score isn't being incremented at all. My issue seems to be with guards spotting me for long enough to become alerted and go into search mode. On those missions with a "don't get spotted" objective this fails this particular objective. It doesn't take very long in the field of view, maybe about a second. I've had guards walking about with sword drawn with a zero stealth score. |
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I believe the issues described in this ticket are fully addressed in 5286 and 6186. | |
Date Modified | Username | Field | Change |
---|---|---|---|
24.01.2022 08:27 | araneidae | New Issue | |
24.01.2022 08:27 | araneidae | File Added: z_tdm_loot_stealth_stats.pk4 | |
24.01.2022 15:01 | araneidae | Note Added: 0014689 | |
28.01.2022 08:50 | araneidae | Note Added: 0014696 | |
29.01.2022 16:24 | stgatilov | Relationship added | duplicate of 0005286 |
12.02.2022 16:57 | araneidae | Note Added: 0014721 | |
02.07.2022 13:38 | Dragofer | Relationship added | related to 0004222 |
02.07.2022 13:42 | Dragofer | Relationship added | related to 0004002 |
28.07.2022 17:07 | Dragofer | Note Added: 0015082 | |
28.07.2022 17:07 | Dragofer | Note Edited: 0015082 | |
28.07.2022 17:08 | Dragofer | Note Edited: 0015082 | |
29.07.2022 05:44 | araneidae | Note Added: 0015089 | |
03.12.2022 17:44 | Dragofer | Relationship replaced | parent of 0005286 |
03.12.2022 17:53 | Dragofer | Relationship added | parent of 0006186 |
03.12.2022 20:39 | Dragofer | Assigned To | => Dragofer |
03.12.2022 20:39 | Dragofer | Status | new => resolved |
03.12.2022 20:39 | Dragofer | Resolution | open => fixed |
03.12.2022 20:39 | Dragofer | Fixed in Version | => TDM 2.11 |
03.12.2022 21:01 | Dragofer | Note Added: 0015510 | |
01.01.2023 11:57 | Dragofer | Relationship added | related to 0006211 |
01.01.2023 12:08 | Dragofer | Relationship added | related to 0003063 |