4sheetzngeegles Posted October 18, 2020 Share Posted October 18, 2020 Simulating sound, for AI activation. The game incorporates, Heat bloom for attracting AI attention, prior was also a smell actuator for AI. Light emission presently is a bit more passive but still exists. The one that does not feel as evenly actuated is sound. Its usually a hit and miss as to whether it will work during personal gameplay. Most Ai seems to react through Raycast, and direct line of sight, this includes using weapons of varying decibels, Light emissions, tracking. I don't think this idea has presently been used in too many games, but, here is my query. For each of the sounds emitted is it possible to attach a simple square shaped invisible collider? Each collider would be of varying size. Depending on the sound value applied. They are centered on the emitter, Be it player, falling tree, building, destruction, workstation/forge/chemstation, firing a weapon, walking, opening a door or box. For solid objects, the collider could penetrate it like bullets through the bars, but they would act as a reducer or blocker. Example: If firing an M60 in an open field, any AI struck by the collider would change and begin heading in the direction of the sound. Eventually their ray cast would direct them to the source. This could also work for stealth, sneaking up on the AI from behind, would allow for real stealth that is dependent upon speed of approach. If they are walking through grass or a high yield sound actuator it would reduce the sound collider size of the stealth approach. If they are standing still then it would simulate listening, and increase the collider size. In regard to POI's it would drastically change how clearing on is approached. Stealth clearing VS Run and Gun Vs Brawler. Each would have its own pros and cons. If a person does the Kite long distance action then it would work just like doing a fetch or clear quest, and reset the volume. Excess sound would penetrate walls floors and ceilings, potentially bringing all to the player position. Excess sound could also be used to actuate volumes on multiple levels, increasing the threat. Z-AI it would be prudent to put them down as soon as possible even with stealth because their growls would also have a collider that can awaken other zombies becoming a cascading effect. A square is 2D, to actuate 3d a second square collider can be used in vertical position also centered on the emitter. So instead of needing 360' or 360 raycasts per sound one compound collider could be used to simulate AI sound activation. Breadcrumbs Link to comment Share on other sites More sharing options...
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