View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0005978 | The Dark Mod | Feature proposal | public | 17.06.2022 05:15 | 17.06.2022 05:35 |
Reporter | Obsttorte | Assigned To | Obsttorte | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.10 | ||||
Target Version | TDM 2.11 | Fixed in Version | TDM 2.11 | ||
Summary | 0005978: AI should notice if func_fracture entities (e.g. breakable glass) got broken. | ||||
Description | Currently the ai is not able to notice that a func_fracture entity got broken. This should be changed, as a broken glass window is pretty obvious and players would probably expect that the ai notice it. | ||||
Tags | No tags attached. | ||||
Source code commited with revision 9937 (game/BrittleFracture.cpp) Game files commited with revision 16496 (def/func.def) This behaviour is enabled by default, but can be disabled by setting "notice_destroyed" to zero. I left the standard health value as it was before, but this means it will take a few blows to break the window, and ai will NOT notice damaged glass, only destroyed one. As this may be a bit odd it might be good if mappers reduce the health value to a reasonable low amount (a blackjack blow deals 2 damage, but if the glass is considered to be weak one blow might suffice). |
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Date Modified | Username | Field | Change |
---|---|---|---|
17.06.2022 05:15 | Obsttorte | New Issue | |
17.06.2022 05:15 | Obsttorte | Status | new => assigned |
17.06.2022 05:15 | Obsttorte | Assigned To | => Obsttorte |
17.06.2022 05:35 | Obsttorte | Status | assigned => resolved |
17.06.2022 05:35 | Obsttorte | Resolution | open => fixed |
17.06.2022 05:35 | Obsttorte | Fixed in Version | => TDM 2.11 |
17.06.2022 05:35 | Obsttorte | Note Added: 0014899 |