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Sitting problems


Sotha

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I am becoming synonymous with trouble..

 

I noticed another bug while testing my map.

I checked if this is described somewhere, but did not find any issues like this.

 

Situation:

*A chair with path_corner, path_turn and a path_sit (wait 30, wait_max 60)

*A path_corner away from the chair.

*An AI which patrols the route to (away from chair)->(path_corner next to chair)->(path_turn)->(path_sit)-> (away from chair)

 

This works nicely. The AI walks to the chair, sits down, raises up after a while, walks to (away from the chair) and repeats this.

 

Now, if there is a disturbance while the AI is seated, the AI looks for trouble. Once the AI relaxes from the disturbance, he simply sits in midair at the position he is currently located. After a while he continues with his patrol route.

 

This occurs every time the AI is harrassed while seated.

 

A test map is provided, in which you can alert the AI with a noisemaker arrow as soon as he sits down.

 

 

->Bugtracker?

 

 

 

 

***

 

 

 

Version 2

// entity 0

{

"classname" "worldspawn"

"editor_drLastCameraPos" "-136.083 -101.671 37.942"

"editor_drLastCameraAngle" "-27.6 80.7 0"

// primitive 0

{

brushDef3

{

( 0 0 1 -112 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 1 0 -72 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 1 0 0 -136 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 0 -1 -56 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 -1 0 -128 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( -1 0 0 -200 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 0 -1 104 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

}

}

// primitive 1

{

brushDef3

{

( 0 0 1 -104 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 1 0 -80 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 1 0 0 -136 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 0 -1 -64 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 -1 0 -120 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( -1 0 0 -200 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 -1 0 72 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

}

}

// primitive 2

{

brushDef3

{

( 0 0 1 -104 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 1 0 -72 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 1 0 0 -144 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 0 -1 -64 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 -1 0 -128 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( -1 0 0 -192 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( -1 0 0 136 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

}

}

// primitive 3

{

brushDef3

{

( 0 0 1 -96 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 1 0 -72 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 1 0 0 -136 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 0 -1 -72 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 -1 0 -128 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( -1 0 0 -200 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 0 1 64 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

}

}

// primitive 4

{

brushDef3

{

( 0 0 1 -104 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 1 0 -64 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 1 0 0 -136 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 0 -1 -64 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 -1 0 -136 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( -1 0 0 -200 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 1 0 128 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

}

}

// primitive 5

{

brushDef3

{

( 0 0 1 -104 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 1 0 -72 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 1 0 0 -128 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 0 -1 -64 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 0 -1 0 -128 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( -1 0 0 -208 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

( 1 0 0 200 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0

}

}

// primitive 6

{

brushDef3

{

( 0 0 1 3.578407287597656 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0

( 0 1 0 -37.90744194335937 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0

( 1 0 0 -127.6329016876221 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0

( 0 0 -1 -63.94122248888016 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0

( 0 -1 0 -71.64906135253906 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0

( -1 0 0 95.66552593231201 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0

}

}

}

// entity 1

{

"classname" "light"

"name" "light_1"

"origin" "-48 -32 80"

"light_center" "0 0 0"

"light_radius" "320 320 320"

}

// entity 2

{

"classname" "atdm:ai_citywatch"

"name" "atdm_ai_citywatch_1"

"origin" "24 -56 -64"

"target" "path_walk"

"team" "0"

}

// entity 3

{

"classname" "info_player_start"

"name" "info_player_start_1"

"origin" "-168 -40 -32"

"angle" "90"

}

// entity 4

{

"classname" "func_static"

"name" "func_static_1"

"origin" "104.52 -17.2218 -64"

"model" "models/darkmod/furniture/seating/church_pew. lwo"

"rotation" "0 -1 0 1 0 0 0 0 1"

}

// entity 5

{

"classname" "path_corner"

"name" "path_chair"

"origin" "80 -48 -64"

"target" "path_chair_turn"

}

// entity 6

{

"classname" "path_corner"

"name" "path_walk"

"origin" "-96 -88 -64"

"target" "path_chair"

}

// entity 7

{

"classname" "path_turn"

"name" "path_chair_turn"

"origin" "80 -24 -24"

"angle" "180"

"target" "path_chair_sit"

}

// entity 8

{

"classname" "path_sit"

"name" "path_chair_sit"

"origin" "80 0 -24"

"angle" "180"

"target" "path_walk"

"wait" "30"

"wait_max" "60"

}

// entity 9

{

"classname" "atdm:weapon_shortsword"

"name" "atdm_weapon_shortsword_1"

"origin" "-72 0 -24"

}

// entity 10

{

"classname" "atdm:ammo_noisemaker"

"name" "atdm_ammo_noisemaker_1"

"origin" "-96 32 -24"

}

// entity 11

{

"classname" "atdm:moveable_holder_round_plus_candle"

"name" "atdm_moveable_holder_round_plus_candle_1"

"origin" "-112 8 -32"

}

Clipper

-The mapper's best friend.

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If it is repeatable and you have a small testmap - yeah, please track it! No promises if anybody can look into fixing it, but a tracker entry is the first step and helps us!

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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There might be a workaround for now but I don't know if it would work.

 

Set up an invisible non-mandatory objective. Wants to be reversible so it can repeat. Put your own comment in for the text. Make the object to alert and name that specific AI and set the lowest(?) alert level. Add to the objective a completion script naming eg, restoreAIpath. This will trigger if ever that AI is alerted.

 

Create a call script entity, name it above and give it call restoreAIpath

 

Create a script file in your map folder <mapname>.script:

 

void restoreAIpath()

{

$<ai_name>.removeTarget($<path_wait or sit?>);

$<ai_name>.addTarget($<pathcornername>);

}

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I seem to remember a large hub-bub about this issue with the patrol - sit - patrol guard in "The Builders Influence", which I simply cannot believe isn't currently as popular or praised as much alongside with the roughly concurrent release of HoLS. I friggin :wub: that FM.

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