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IDProjectCategoryView StatusLast Update
0006469The Dark ModModelspublic25.03.2024 08:59
ReporterFiver Assigned To 
PrioritynormalSeveritynormalReproducibilityalways
Status newResolutionopen 
PlatformLinuxOSDebianOS Version11 Bullseye
Product VersionSVN 
Summary0006469: Broadhead arrows can block doors
DescriptionIt is possible to block doors with broadhead arrows in several ways. This can result in that IAs cannot pass through them:
1) Because one single door cannot fully open and the space to pass is too narrow for AI's current movement.
2) Because any single door cannot fully open, even though there is enough space between the double doors together.
3) Because a single door is blocked to the degree that the space to pass is too narrow for the AI's body, regardless of their flexibility.

Reproduced in TDM 2.12/64 #10625 (beta212-04).

Proposed solution:
1a) (long term solution) An arrow stuck in a door should bend or break it (e.g. when the door pushes it against the wall). Unless the back of the arrow hits the wall perfectly perpendicular, in which case it should stop to door because of a nice shot. AI should still be able to squeeze through the 90% open door.
1b) (short term solution) Since the player can frob a broadhead arrow at the tip when it is shot through the door, a temporary fix could be to allow the AI to also remove the arrow, in all fairness. But ideally neither the player nor AIs should be able to pull a broadhead arrow through a wooden door unless they possess super-human strength.
1c) (short term solution) AI should try finding an alternative route to get to the other side of the door. (pathfinding)
2) (long term solution) Let AI both frob arrow that he can reasonable reach, and let him crouch like the player to walk under the arrows.
3) same as (1a) and (1b), or make the arrow not bury so deep into the door, or possibly change door model so that it is not possible to place arrows in the door near the frame.
Steps To ReproduceThe following three examples are from Tears of St. Lucia.

1)
* In the hall north of the meeting room, the door going east (-1695.46 944.66 46.25 7.2 -2.2 0.0) opens towards the player
* Stand in front of the door and place a broadhead arrow perpendicular into the door right above the handle
* An IA trying to open the door from the other side will succeed in opening it almost completely, but not entirely, and cannot pass through the opening. (unexpected) (He may succeed after many many attempts and much confusion expressing "Is that you?", "Someone comes?", "What's that?", "Huh?".)

2)
It is possible to shoot arrows in the two doors now behind the AI and lock him in the crook:
* As the IA is preoccupied with the door in issue (1), walk through the meeting room and to the pre-church hall chamber.
* From the pre-church hall chamber, shoot one arrow perpendicular into the middle of each door. The doors open away from the player, but even though only the tips of the arrows sticks out on the other side of the door, it is enough to prevent to doors to open fully when the AI opens the doors towards himself.
* The AI can almost open a door completely, but cannot pass through it, not even if the player helps him and opens the other door too. He remains confused and may start running in circles in the crook.

3)
Any door that accepts an arrow can be blocked by placing an arrow in the door, at 45 degrees, close to the frame (not the edge with hinges) and with the arrow pointing away from the center of the door. The arrow will go through the door and the tip of the arrow on the other side of the door will get stuck on the frame, preventing the door from opening.
If the door opens away from the player, the tip of the arrow can also point towards the center of the door (so that the back of the arrow will get stuck on the frame.
(e.g. the wooden doors in Tears of St. Lucia)
Tagsdoors, exploit, realism

Relationships

related to 0004242 resolvedgrayman Ragdoll can block doorways 
related to 0004248 new AI door blocking 
related to 0005535 new It should be easier to clear rats stuck in doors 
related to 0002979 new Allow AI to remove a moveable obstacle in their path 

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Issue History

Date Modified Username Field Change
26.01.2024 16:50 Fiver New Issue
26.01.2024 16:51 Fiver Tag Attached: doors
26.01.2024 16:51 Fiver Relationship added related to 0004242
26.01.2024 16:51 Fiver Relationship added related to 0004248
26.01.2024 16:51 Fiver Tag Attached: realism
26.01.2024 16:52 Fiver Summary Blocking doors with broadhead arrows => Blocking doors using broadhead arrows
26.01.2024 16:54 Fiver Description Updated
26.01.2024 17:35 Fiver Steps to Reproduce Updated
26.01.2024 17:42 Fiver Summary Blocking doors using broadhead arrows => Broadhead arrows can block doors
26.01.2024 17:43 Fiver Relationship added related to 0005535
26.01.2024 18:50 Fiver Description Updated
26.01.2024 18:50 Fiver Steps to Reproduce Updated
10.02.2024 02:53 Fiver Steps to Reproduce Updated
10.02.2024 02:56 Fiver Description Updated
10.02.2024 03:57 Fiver Steps to Reproduce Updated
10.02.2024 21:59 Fiver Description Updated
10.02.2024 23:00 Fiver Relationship added related to 0002979
12.02.2024 20:33 Fiver Description Updated
01.03.2024 20:33 Fiver Tag Attached: exploit
25.03.2024 08:59 Fiver Steps to Reproduce Updated