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IDProjectCategoryView StatusLast Update
0006633The Dark ModAIpublic14.07.2025 14:50
Reporterwesp5 Assigned To 
PrioritynormalSeveritynormalReproducibilityalways
Status newResolutionopen 
Product VersionTDM 2.13 
Summary0006633: NPCs will react as if they are blinded if you deploy a flash mine
DescriptionDeploying 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 ReproduceDeplay a flash mine in visual range of an NPC.
TagsNo tags attached.

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Amadeus

Amadeus

14.07.2025 14:50

developer   ~0017058

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"

Issue History

Date Modified Username Field Change
14.07.2025 10:53 wesp5 New Issue
14.07.2025 10:53 wesp5 Summary NPCs will react as if they are blinded if you set a flash mine => NPCs will react as if they are blinded if you deploy a flash mine
14.07.2025 14:50 Amadeus Note Added: 0017058