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IDProjectCategoryView StatusLast Update
0006567The Dark ModAIpublic23.10.2024 10:16
ReporterMirceaKitsune Assigned To 
PrioritynormalSeveritynormalReproducibilityalways
Status newResolutionopen 
PlatformLinuxOSManjaroOS VersionStable
Product VersionTDM 2.12 
Summary0006567: alarm_sound does not respect the team spawnarg
DescriptionAlarm sound entities seem to ignore the team spawnarg and will still alert AI on teams neutral or enemy to the team set on the entity.
Steps To ReproduceUse any trigger to call an atdm:start_alarm linked to an atdm:alarm_sound. Give the sound a spawnarg of "team 9" (undead), place a bunch of citywatch near it which are "team 2" (guards). Despite teams 2 and 9 being enemies by default, the alarm will still make the citywatch AI become alert too.
TagsNo tags attached.

Activities

datiswous

datiswous

22.10.2024 10:12

reporter   ~0016877

I thought you could only set the team spawnarg on ai. Not on other entities. Most info on the wiki points toward that asumption. Can you point me to the info stating otherwise?

Otherwise this would be a feature request?
MirceaKitsune

MirceaKitsune

23.10.2024 03:03

reporter   ~0016880

I presumed the team spawnarg should work on alarms as DarkRadiant shows a description for it on the atdm:alarm_sound entity:

"Lets AI determine to which team this actor, item or path node (f.i. flee point) belongs to, to distinguish between friendly / neutral / hostile entities."

Looking at the definition, I see team is defaulted to -1 with the comment "team -1 alerts everyone". So it looks like this is supposed to work but broke.
datiswous

datiswous

23.10.2024 10:16

reporter   ~0016881

Hmm indeed..

Strange eough the -1 team is not mentioned here:
https://wiki.thedarkmod.com/index.php?title=AI_Relations_(Editing)

Issue History

Date Modified Username Field Change
13.09.2024 21:51 MirceaKitsune New Issue
22.10.2024 10:12 datiswous Note Added: 0016877
23.10.2024 03:03 MirceaKitsune Note Added: 0016880
23.10.2024 10:16 datiswous Note Added: 0016881