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Addressing lack of AI awareness during and after hostile encounters


MirceaKitsune

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Because the player didn't move/make noise, the code that AI uses to "listen" for the player wasn't triggered.

Because the AI weren't on the same team, the alert level wasn't propagated to the other AI.

There's so much that goes on to make AI SEEM like a facsimile to real people, but there's always going to be edge cases where's there's no code to handle it.

 

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I always assumed I'd taste like boot leather.

 

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3 hours ago, AluminumHaste said:

Because the player didn't move/make noise, the code that AI uses to "listen" for the player wasn't triggered.

So is there a way to make the AI react to other AIs fighting nearby? In Bloodlines the difference is OnHearCombat and OnHearPlayer, and there is even OnHearWorld if the player uses sound as a distraction.

Edited by wesp5
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3 minutes ago, wesp5 said:

So is there a way to make the AI act if other AI are fighting? In Bloodlines the difference is OnHearCombat and OnFoundPlayer.

I'm sure there is, the original poster should open a bugtracker so a coder can take a look.

I always assumed I'd taste like boot leather.

 

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4 hours ago, AluminumHaste said:

I'm sure there is, the original poster should open a bugtracker so a coder can take a look.

https://bugs.thedarkmod.com/view.php?id=6436

I have this one which started from a similar observation, might make them for the other details too later on.

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