This happens regardless of visual/aural blocks between you and the enemy, and does not happen with any other demolition charges/mines, only with satchels so there is no logical argument for this behaviour. {F27117}
Description
Details
- Legacy ID
- 2276101234
- Severity
- None
- Resolution
- Open
- Reproducibility
- Always
- Category
- AI Spotting / Detection
- load up the repro (2D editor)
- preview and go prone
- place down any other demo than 'explosive satchel'
- observe the silent hint and see how knowsAbout or targetKnowledge won't do anything
- place satchel and immediately targetKnowledge reacts and within couple of seconds the enemy suddenly has a disturbance in the knowsAbout as well...
Event Timeline
I would upvote it 100 times if there would be that option. Its known bug since Operation flashpoint. It would be great if it would be fixed some day.
Did additional testing with this last night and it appears there's some code in the AI routines that deserves a special place in byte-Hell making the AI immediately telepathically aware of satchel setter because can't find anything in the configs that could be to blame..
Oddly the 'FiredNear' eventhandler gets triggered for the enemy when setting explosives near them. So the AI code considers a 'Put' weapon being fired nearby as a weapon being fired.. I feel a triple-facepalm coming..
But it does trigger for all of the demo types so dunno why the satchel is so special, again. >:(
Yes, you are right, they detect "put" as fire weapon. It require some few lines more added with action "put" like "silent, do not attract the AI" etc - i dont know about coding, but it may be usefull for devs. Its logical, if you cant remove some script, add new one to prevent the bug.