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The "drunk" spawnarg


grayman

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I put this on one of my guards (atdm:ai_citywatch_lesser) and it looks like it causes a problem when patrolling.

 

When patrolling, my drunk guard walks around with stiff arms at his sides, and doesn't use the door-opening animation.

 

I see in the code that drunks don't do any idle animations, but I can't find where "drunk" clobbers things like using the door opening animation.

 

Was the intent that this only be used on AI that don't patrol?

 

Thanks.

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The only intention I'm aware of is that is lowers the AI acuity and switches them to using the "drunk_idle" and "drunk" vocal set. I guess the random idles are turned off because they don't blend very well with the drunk idle?

 

From what you describe, it seems like something is not releasing the torso channel when the AI is walking around, but I don't know why that would be.

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I saw this when testing siegeshop3. The guards would not do the door opening animation*, but they would then properly do the closing animation.

Unfortunately, the drunk setting also made the AI more than frequently screw up doorway navigation and create traffic jams. There would be an AI stuck trying to open the door while another is trying to walk through and a third trying to open it from the other side. The door stayed stuck part way open until I KO'd the proper AI. Or an AI would walk in circles just next to a door, causing an obstruction for the next AI to come along.

Not the drunk-like behavior I prefer.

I think 'drunk' should just do adjustment to aural and visual acuity, along with the animations and vocal set, and not mess with door navigation acuity. Are there unique door opening and closing animations for 'drunk' AI? Maybe just play a clumsy/drunk door opening/closing animation, but have the AI door acuity be 100% so one AI doesn't bugger up a doorway for the others. Can the mapper override the drunk acuity factors individually?

Or maybe better to not set 'drunk' at all, but rather just lower the desired acuity levels and apply the drunk vocal set and idle animations manually?

 

* Come to think of it, I think they mainly skipped the door opening animations when they had recently done an path_anim. I think the door opening animations worked if they had last animation they had done was not from an path_anim.

Edited by PranQster

System: Mageia Linux Cauldron, aka Mageia 8

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