Sleeping AI: Difference between revisions

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Another problem is that the bounding box stays behind and is solid when the AI goes to bed.
Another problem is that the bounding box stays behind and is solid when the AI goes to bed.
When you KO a sleeping AI, they pop back to standing, like they did in Thief.
Also this is probably unrelated but might be contributing to this problem: I'm noticing that KO'd AI are sometimes(?) flashing into the AF pose for just a frame, then back to the pose they were in before KO'ing. You can see it if you watch really closely.


[[Category:Editing]]
[[Category:Editing]]

Revision as of 18:55, 20 April 2009

PLACEHOLDER TODO...

Sleeping AI are (mostly) working now. They can either put themselves to bed at map start when they have set the spawn arg "sleeping" "1" or can be made to go to sleep and get back up during patrolling. There is also a testmap, test/sleep, which shows both possibilities. Testing please, there might be a few bugs creeping around (I also changed patrolling quite a bit).

There are a few known problems: They can only lay down in one direction, so we would need a second mirrored animation. The bed I'm using is too high, so they were clipping into it. I had to push it 8 units into the ground. They often lie close or even over the edge of the bed.

AI have their eyes closed now while sleeping. This is using the pain anim as a place holder at the moment, since we don't have a suitable anim yet (sleeping looks like a quite painful experience now...)

Another problem is that the bounding box stays behind and is solid when the AI goes to bed.

When you KO a sleeping AI, they pop back to standing, like they did in Thief.

Also this is probably unrelated but might be contributing to this problem: I'm noticing that KO'd AI are sometimes(?) flashing into the AF pose for just a frame, then back to the pose they were in before KO'ing. You can see it if you watch really closely.