Jump to content
The Dark Mod Forums

AI paths after being alerted look offset


i30817

Recommended Posts

More description please, that shot definitely tells not more than 1000 words. ;)

 

But I think I saw once what you could mean, but only on AI´s that were not patroling? Or it´s 1.03-related and I haven´t really played a FM in 1.03, but I plan to do so in a few minutes... :ph34r:

 

edit: Aaaah, after screenshoting, brightening and resizing the shot I finally see that the AI is sitting on thin air. What mission is that? I´m sure I haven´t played that. Anyway, I´m also sure that it can be fixed... :)

Edited by LEGION

-> Crisis of Capitalism

-> 9/11 Truth

->

(hard stuff), more
Link to comment
Share on other sites

Probably something that can't be fixed?

 

It's either a bug or a misplaced pathnode. This happened after you alerted the guard and then he went back and sat down?

Link to comment
Share on other sites

There was quite a lot of time he was pushing against the chair "searching" but not moving.

 

I alerted him again (just sound), and so he stopped moving against the chair, and ended up sitting like that (at least i think that is what happened). Maybe something like that?

 

 

Or maybe it's some floating point error deep within wine or something.

Edited by i30817
Link to comment
Share on other sites

Also might depend how the chair is set up. If it's a monster-clipped static chair or a non-frobable, non-pushable, moveable. I'm just setting up patrols in my own FM so I might try a few alerts to see how they settle down after. I tend to overlook testing for alert affects because I play stealthy.

 

There is also a spawnarg on the path corner that regulates the accuracy of how near he has to be to the path corner. If the AI normally patrols to the seating from one direction but after an alert comes from another then that might affect where he stops before sitting.

 

Can't be sure but most likely is a map 'error' rather than a Dark Mod error.

Link to comment
Share on other sites

Yo! I'm the author of The Beleaguered Fence. Let's have a lookie.

*Opens DR*

 

The chair is a properly monsterclipped func_static model.

None of the path_corner, path_turn nor path_sit nodes have any special accuracy spawnargs.

We do have the spawnarg: "move_to_position_tolerance" but I have not used it there. Because it has not been used, there may be some slight inaccuracy for the AI sitting. I have checked that the inaccuracy is NOT a problem when the AI is on routine patrol.

 

I've experimented with this spawnarg when I worked on Knightons Manor, but I ended up leaving the spawnarg out since adding it caused some other problems, which I cannot now remember. Anyway sitting worked finally better without the tolerance settings. It may be that some good values for chairs should be found via testing (and reported in the sitting wiki-article). Maybe some day...

 

And finally we DO have a confirmed bug, which I reported during the summer:

http://bugs.angua.at/view.php?id=2282

 

Tels has confirmed it but it has not yet been fixed. Hopefully in the future. I am bold enough to believe the weird sitting i<numbers> has observed is indeed NOT a map error, but rather he is seeing the bug reported previously.

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 2 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
×
×
  • Create New...