fireundubh Posted May 13, 2016 Share Posted May 13, 2016 Here's an article by a Naughty Dog programmer who goes over a number of features and systems he worked on for Uncharted 4. http://allenchou.net/2016/05/a-brain-dump-of-what-i-worked-on-for-uncharted-4/ The section on Perception is basically what I wanted to implement in Skyrim for Master of Disguise, but I still have no idea how to do that. Link to comment Share on other sites More sharing options...
Sclerocephalus Posted May 17, 2016 Share Posted May 17, 2016 One point to start with would be to monitor the combat state of all enemies within a certain distance from the player. To do that, run an appropriate Find function and drag all enemies found in quest aliases. On the alias script, make an OnCombatStateChanged event and let this call a function on the quest script to update a specific endangering parameter (note that this function will need a thread lock). You'll probably need to develop an appropriate ranking for enemy types, their combat states and the distance from the player, so the endangering parameter will essentially be a sum of terms such as Ei x Ci / Di where E and C are enemy and combat state specific constants, i is a running number denoting the enemy and D is the distamce of that enemy from the player. Once the endangering level increases beyond or drops below certain threshold values, the script will change alarm states. Link to comment Share on other sites More sharing options...
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