What steps will reproduce the problem?
1. Download .rar with .fmp and script from...
http://dl.dropbox.com/u/8874616/debug_aiheardsound_1.rar
2. Walk forward towards AI until you hear ping-tone sound.
3. Observe distance where sound is triggered.
What is the expected output? What do you see instead?
Script condition set for aiheardsound=600 but does not trigger until approx 300
units away.
Green light marker at 600 units, blue light marker at 300 units for reference.
With aiheardsound=x, the =x distance seems accurate up to 300 units (if you set
to 100 or 200 it triggers where it should) but appears to be capped beyond 300.
As a side note, the player can hear the footstep sounds at around 500 units
away. So, if the aiheardsound range is capped for performance reasons it
should at least work for up to 600 units away. This used to work from across a
large map if the =x was set very high.
Lastly, the range for hearing is the same distance for detecting walking,
jumping,shooting or reloading which feels a bit wrong. Ideally, the sound
broadcast/detection range for gunshots should somehow dovetail with the
soundstrength=x setting in the weapon's gunspec so that AI can hear a normal
gunshot from a distance further than they can hear walking/jumping/reloading.
Silenced weapons and melee weapons should have a shorter sound broadcast range
depending on their soundstrength=x setting.
What version of the product are you using? On what operating system?
1.19 beta 2
Win 7 SP1
Please provide any additional information below.
Test files uploaded to...
http://dl.dropbox.com/u/8874616/debug_aiheardsound_1.rar
Original issue reported on code.google.com by cotton.j...@gmail.com on 1 Dec 2011 at 11:29
Original issue reported on code.google.com by
cotton.j...@gmail.com
on 1 Dec 2011 at 11:29