View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000837 | The Dark Mod | Coding | public | 10.06.2008 09:51 | 03.06.2011 03:59 |
Reporter | crispy | Assigned To | grayman | ||
Priority | low | Severity | minor | Reproducibility | have not tried |
Status | closed | Resolution | fixed | ||
Product Version | SVN | ||||
Target Version | TDM 1.03 | Fixed in Version | TDM 1.03 | ||
Summary | 0000837: Arrows don't stick into attachments on living AI | ||||
Description | Arrows 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 Information | See forum thread http://modetwo.net/darkmod/index.php?showtopic=7704&st=25&#entry154879 | ||||
Tags | No tags attached. | ||||
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". |
|
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). |
|
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. |
|
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 |