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Posted
1 hour ago, AluminumHaste said:

Are these AI on the same "team"?

Regardless of team shouldn't the other AI react to audible combat nearby? The team civilians will flee I would guess...

  • Like 1
Posted

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.

 

Posted (edited)
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
  • Like 1
Posted
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.

 

Posted
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.

  • 7 months later...
Posted

Seemed relevant enough to bump. Someone else encountered a very similar result on Moongate Ruckus and posted their own video. Having experimented with how AI react to alerts, I'm a bit more aware of what is happening here, and that apart from the FM specific lightgem offset this is a core issue that still exists.

I'm curious if anyone has taken a closer look at what's going on. I remember months ago another user peeked at the code and said something was overriding the direction of alerts, which might be what causes guards to go look in random places rather than where the alert came from then forget even that alert immediately.

  • Like 1
  • 5 months later...
Posted (edited)

With the Beta window closing and 2.13 release drawing near, does anyone think this can be improved at least to some extent? While it's not a gameplay breaking issue, I still see it as a very obvious problem: The AI behaves in absurd ways and often doesn't detect where it was attacked from, seemingly due to alert locations not being sent or overriding each other, in which case it's hopefully easy to find its wiring and try something different that offers better results.

Edited by MirceaKitsune
  • Like 1

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