Post by cursedereaper on Feb 8, 2019 12:17:25 GMT
Hey everybody,
I just realized the following:
When we want stealth kills or similar interactions from behind our Enemies like knocking them out (stun them) we need to put the min detection radius to 0 but that causes a problem.
With detection radius of 0 the FSM_Melee and similar FSMs won't work that well. By standing directly in front of the Enemy with a field of view <=100 the Enemy stops seeing the player. And without detection the Enemy change into Chase which let him simply walk against the Player for ever unless the player walks away or pushes the enemy away.
My approach to solve this would be a Trigger Box Event that let the Enemy play a kick animation if the player walks inside the Radius which could cause damage thanks to the damage colliders on the legs and get a recoil on the player which pushes him away.
I could also simply increase the Field of view but for my Enemies with a smaller detection radius of 90 I need a way for them to detect my Player infront of them but without being able to see him if he stands behind them.
Suggestion
Maybe one could also change the script of the min Distance by adding a "Short Distance Field of View" which is on default 360 but can be changed to 240 to create a blind spot for a stealth kill. At least it would be nice for the enemies to being able to use the Min Distance to detect except directly behind the player.
It would at least be cool if there would be more detection options like the Enemy can se the player if he stands next to him but not when crouched next to him but is able to always detect the player infront of them unless he is behind an obstacle. But those are just nice to have suggestions.
As I said I'm sure I can solve the situation with the tools at hand by adding a trigger box to trigger a Kick-Player-Away animation but more detection obtions would be sweat.
Maybe we can find other options to get nice detections for Stealth Games. When I find the time during my production I will post some Videos about the topics and my approaches on Stealth Detection and the FSM I use.
PS: Without this AI tool my Stealth Game would be screwed and won't work at all. Ai is everything for a Stealth game. So thanks for the awesome tool. And I'm looking forward for the next Version.
Best Regards,
Mave
I just realized the following:
When we want stealth kills or similar interactions from behind our Enemies like knocking them out (stun them) we need to put the min detection radius to 0 but that causes a problem.
With detection radius of 0 the FSM_Melee and similar FSMs won't work that well. By standing directly in front of the Enemy with a field of view <=100 the Enemy stops seeing the player. And without detection the Enemy change into Chase which let him simply walk against the Player for ever unless the player walks away or pushes the enemy away.
My approach to solve this would be a Trigger Box Event that let the Enemy play a kick animation if the player walks inside the Radius which could cause damage thanks to the damage colliders on the legs and get a recoil on the player which pushes him away.
I could also simply increase the Field of view but for my Enemies with a smaller detection radius of 90 I need a way for them to detect my Player infront of them but without being able to see him if he stands behind them.
Suggestion
Maybe one could also change the script of the min Distance by adding a "Short Distance Field of View" which is on default 360 but can be changed to 240 to create a blind spot for a stealth kill. At least it would be nice for the enemies to being able to use the Min Distance to detect except directly behind the player.
It would at least be cool if there would be more detection options like the Enemy can se the player if he stands next to him but not when crouched next to him but is able to always detect the player infront of them unless he is behind an obstacle. But those are just nice to have suggestions.
As I said I'm sure I can solve the situation with the tools at hand by adding a trigger box to trigger a Kick-Player-Away animation but more detection obtions would be sweat.
Maybe we can find other options to get nice detections for Stealth Games. When I find the time during my production I will post some Videos about the topics and my approaches on Stealth Detection and the FSM I use.
PS: Without this AI tool my Stealth Game would be screwed and won't work at all. Ai is everything for a Stealth game. So thanks for the awesome tool. And I'm looking forward for the next Version.
Best Regards,
Mave