dcforeman / fpscreatorengine

Automatically exported from code.google.com/p/fpscreatorengine
0 stars 0 forks source link

aiheardsound condition capped at approx. 300 units #123

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
Confirmed from supplied FPM.

Original comment by TheScene...@gmail.com on 1 Dec 2011 at 1:45

GoogleCodeExporter commented 8 years ago
Fixed and confirmed with supplied FPM

Original comment by TheScene...@gmail.com on 2 Dec 2011 at 8:54