View Issue Details

IDProjectCategoryView StatusLast Update
0000837The Dark ModCodingpublic03.06.2011 03:59
Reportercrispy Assigned Tograyman  
PrioritylowSeverityminorReproducibilityhave not tried
Status closedResolutionfixed 
Product VersionSVN 
Target VersionTDM 1.03Fixed in VersionTDM 1.03 
Summary0000837: Arrows don't stick into attachments on living AI
DescriptionArrows used to stick into the heads of living AIs, which looked really dumb, so I (Crispy) fixed that by making arrows not stick into entities which are attached to AIs.

This introduces another, less immediately important, issue; namely, if an AI were to carry something that arrows normally do stick in, like a crate or wooden shield, the arrow would not stick in since it's attached to the AI. In other words, my fix was too broad; it applied to ALL attachments and not just heads.
Additional InformationSee forum thread http://modetwo.net/darkmod/index.php?showtopic=7704&st=25&#entry154879
TagsNo tags attached.

Activities

greebo

greebo

10.06.2008 14:29

administrator   ~0001287

Last edited: 10.06.2008 14:29

I've got a few ideas of how to tackle this:

Solution 1: Add "no_arrow_stick" "1" spawnarg to head entities.

Solution 2: add a scriptobject for the head entities, which can be used to "cast" the entity script variable. If this cast succeeds, we have hit the AI's AFAttachment.

Solution 3: add "is_ai_head" spawnarg to heads and set to "1".

crispy

crispy

14.07.2008 07:12

reporter   ~0001469

Last edited: 14.07.2008 07:13

I added some spawnargs to fix a related issue (which wasn't tracked); see this wiki article for details:

http://modetwo.net/darkmod/wiki/index.php/Arrow_sticking_behaviour

These spawnargs could be used to temporarily work around this issue in specific cases (set arrowsticking_forceenabled spawnarg on the AI-attached entity that you want arrows to stick into), or as part of greebo's solution 1 (remove the code that prevents arrows sticking into AI-attached entities, and then set "arrowsticking_disabled" "1" on head entities).

grayman

grayman

13.11.2010 18:45

viewer   ~0003287

Last edited: 14.11.2010 23:54

Fixed.

Files changed:

rev 4274:

ProjectileResult.cpp
ProjectileResult.h

rev 11216:

def/tdm_prop_items.def
def/tdm_prop_wearable_items.def
def/tdm_moveable_weapons.def
script/tdm_events.script
script/tdm_weapon_arrow_result_base.script

Testing:

Filled a big room with AI and shot arrows at them, targeting their attachments/props.

Issue History

Date Modified Username Field Change
10.06.2008 09:51 crispy New Issue
10.06.2008 09:52 crispy Status new => acknowledged
10.06.2008 14:29 greebo Note Added: 0001287
10.06.2008 14:29 greebo Note Edited: 0001287
14.07.2008 07:12 crispy Note Added: 0001469
14.07.2008 07:12 crispy Note Edited: 0001469
14.07.2008 07:13 crispy Note Edited: 0001469
03.11.2010 13:26 tels Target Version => TDM 1.03
03.11.2010 18:50 grayman Assigned To => grayman
13.11.2010 18:45 grayman Note Added: 0003287
13.11.2010 18:45 grayman Status acknowledged => resolved
13.11.2010 18:45 grayman Resolution open => fixed
13.11.2010 18:45 grayman Fixed in Version => TDM 1.03
13.11.2010 20:33 grayman Note Edited: 0003287
14.11.2010 23:54 grayman Note Edited: 0003287
03.06.2011 03:59 greebo Status resolved => closed