View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0006633 | The Dark Mod | AI | public | 14.07.2025 10:53 | 14.07.2025 14:50 |
Reporter | wesp5 | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | always |
Status | new | Resolution | open | ||
Product Version | TDM 2.13 | ||||
Summary | 0006633: NPCs will react as if they are blinded if you deploy a flash mine | ||||
Description | Deploying a flash mine falsely still triggers the flash bomb code, making NPC react as if they are blinded when nothing happened. To fix this open "tdm_playertools_flashmine.def" and remove or comment out these line in "entityDef atdm:projectile_flashmine": "sr_type_1" "25" // STIM_BLIND -> script/tdm_stim_response.script "sr_radius_1" "500" // Radius in Doom 3 units "sr_falloffexponent_1" "1" "sr_duration_1" "100" // stim duration 1200 ms "sr_time_interval_1" "120" // fires only once | ||||
Steps To Reproduce | Deplay a flash mine in visual range of an NPC. | ||||
Tags | No tags attached. | ||||
I can't replicate this issue using the current SVN build. I've tried numerous AI, each on different teams. Do you have a video of this happening? I did discover an issue though, where the blinded animation doesn't last long enough if they do trigger the mine. The blinded AI simply stands unmoving for several seconds when they are "blind" |
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