thoth23 / fpscreatorengine

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aiusefullaim not working #128

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. Download testfiles from 
http://dl.dropbox.com/u/8874616/0_debug_aiusefullaim.rar
and merge files.  Open map
0_debug_fullaim_and_blood.fpm

2. Observe two German soldiers shooting at each other.  One is on a higher 
layer than the other.

3. Observer the positions of their bodies and the locations of the blood splats.

What is the expected output? What do you see instead?
When aiusefullaim=1 is used, their bodies should be bent/angled so that the 
guns point at each other and the bloodsplats should be appearing on their 
bodies when shot.

Instead we see the characters are not using fullaim and the blood decal appears 
approximately 100 units above or below where it should (depending on if the 
character is above or below the attacker).

What version of the product are you using? On what operating system?
V1.19 Beta 3 Win7 SP1

Please provide any additional information below.
Testfile archive at http://dl.dropbox.com/u/8874616/0_debug_aiusefullaim.rar

Very simple custom script being used for debugging (included in .rar):

desc = DAI to test fullaim cross-layer targeting

;//Walking animations
:isdarkai=1,ducking=0,strafingleft=1:animationnormal,animate=3,resethead
:isdarkai=1,ducking=0,strafingright=1:animationnormal,animate=4,resethead
:isdarkai=1,ducking=0,movingforwards=1:animationnormal,animate=2
:isdarkai=1,ducking=0,runningforwards=1:animationnormal,animate=5,resethead
:isdarkai=1,ducking=0,movingbackwards=1:animationreverse,animate=2,resethead
:isdarkai=1,ducking=0,idle=1:animationnormal,animate=1
;//Crouching Animations
:isdarkai=1,ducking=1,idle=0:animationnormal,animate=32,resethead
:isdarkai=1,ducking=1,idle=1:animationnormal,animate=31,resethead

:aihastarget=0:aisettarget,airotatetotarget

::aiusefullaim=1

:state=1,aicanshoot=1,rateoffire:aisettarget,useweapon,rundecal=6,reloadweapon

;//Start Script
:state=0:setaiactive=1,alwaysactive=1,aiattackawareness=0,reloadweapon,state=2
:state=2:state=1
;//End

Original issue reported on code.google.com by cotton.j...@gmail.com on 9 Dec 2011 at 6:20

GoogleCodeExporter commented 9 years ago
Confirmed from FPM.

Original comment by TheScene...@gmail.com on 9 Dec 2011 at 9:16

GoogleCodeExporter commented 9 years ago
Update. 

Lee, I'm trying to track this down, but for your information it is also present 
in V18.

Original comment by TheScene...@gmail.com on 20 Dec 2011 at 4:01

GoogleCodeExporter commented 9 years ago
This issue was closed by revision r516.

Original comment by TheScene...@gmail.com on 31 Dec 2011 at 1:45

GoogleCodeExporter commented 9 years ago
Just tested in Beta6.  The blood position issue is fixed but aiusefullaim still 
not working.

Original comment by cotton.j...@gmail.com on 29 Jan 2012 at 6:00

GoogleCodeExporter commented 9 years ago
This issue was closed by revision r565.

Original comment by hockeykid230@gmail.com on 29 Jan 2012 at 6:45