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AI with Supersonic Hearing


HappyCheeze

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I have in my map a small section of a city. Theres a guard out side of a building you're supposed to go into, however, he can hear me moving around upstairs. And when I go down he's usually there waiting for me. Now if that wasn't enough, the other ai in another building, across the map, comes over to inspect this strange noise. Is there something I need to do to insulate the inside of the buildings? Or do my buildings have holes in them? It's really annoying,

 

Thanks,

-Hc

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happycheeze.deviantart.com

 

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Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

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This is a known problem. As far as I'm aware, there is nothing you can do to significantly mitigate this. The betamappers would probably know better. This is being caused by one of two problems: either the radii for AI hearing or specific sounds extend too far, or the stimuli are following a straight-line path rather than using visportals like they should.

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hm, well thanks anyway.

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happycheeze.deviantart.com

 

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Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

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Have you vis-portaled yet?

 

Good question. I'm going to look that up in the Wiki and try to do it.

<---- Still noobing out here

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happycheeze.deviantart.com

 

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Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

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If it's not visportaled the sound won't know to follow a path going thru the various openings you define with visportals, and will just take a straight line path. The other AI is probably coming over to investigate because the AI who hears you is yelling for help, and this is currently a bit too loud and needs to be tweaked by us.

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I forgot to mention, you can debug soundprop with the console variable: tdm_showsprop set to "1". This shows you the paths that sounds take to get to AI. It won't show up unless the sound is above a certain volume once it reaches the AI. I was going to make it display the volume heard at the end, too, but haven't had time to do that yet.

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