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Nazrix

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Posts posted by Nazrix

  1. As you can see from that code, the door needs the spawnarg "AIUSE_SHOULDBECLOSED_KEY" set to "1" otherwise the AI ignores it, which (I believe) is the default. If so, the mapper would have to turn it on by hand for each door (which is probably a good thing because maps have a lot of doors, not all of which all AI should care about, but just the ones the mapper thinks are important for it).

     

    ooh got it...thanks for the clarification

     

    It's interesting because looking at the code it looks like there's a lot of interesting AI going on, but the results are that sometimes the AI doesn't seem too smart. I wonder part of it is these flags are not being used enough. But maybe there's still some refining of the AI to do to make it start looking good. But the foundation is there I believe.

  2. guards noticing doors being opened/closed (ESPECIALLY if it happens right in front of them!)

     

    I'm confused why this doesn't happen because I was looking at the source today and I see where there is AI to make the guards notice an opened door that's not supposed to be open:

     

     

     

    [/size]
    // Is it supposed to be closed?
    if (!stimSource->spawnArgs.GetBool(AIUSE_SHOULDBECLOSED_KEY))
    {
    	// door is not supposed to be closed, ignore
    	return;
    }
    
    // Is it open?
    if (!door->IsOpen())
    {
    	// ignore closed doors
    	return;
    }
    
    // Vocalize that see something out of place
    memory.lastTimeVisualStimBark = gameLocal.time;
    owner->commSubsystem->AddCommTask(
    	CommunicationTaskPtr(new SingleBarkTask("snd_foundOpenDoor"))
    );
    gameLocal.Printf("That door isn't supposed to be open!\n");
    
    [size=2]
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