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:*Peripheral: an enemy seen by peripheral vision will raise the AI's alert level to low and the AI will go into pursuit of the enemy; see [[#Pursuit|Pursuit]] section | :*Peripheral: an enemy seen by peripheral vision will raise the AI's alert level to low and the AI will go into pursuit of the enemy; see [[#Pursuit|Pursuit]] section | ||
:Modding hints: the parameters of the vision fields are stored in ONCC, under '''<VisionConstants>'''. The central vision field distance has to be greater than the peripheral vision field distance, otherwise peripheral vision detection will somehow be broken (it will not detect). Since peripheral vision makes the AI pursue the enemy but not attack it, it can be set quite large in order to surprise lousy stealth players. But be warned: nobody likes cheating AI ^_^. | |||
Modding hints | |||
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:For more info about AI alert levels, see section [[#Reactions and awareness|Reactions and awareness]]. These sound types are used by impact effects ([[ONIE]]), and a danger sound type can be set in a particle's as part of its "danger radius". | :For more info about AI alert levels, see section [[#Reactions and awareness|Reactions and awareness]]. These sound types are used by impact effects ([[ONIE]]), and a danger sound type can be set in a particle's as part of its "danger radius". | ||
:For a video illustration of AI hearing, see [https://youtu.be/LxX5dbYGZow this video]. | |||
:Modding hints: The sound system and ONIE are mighty tools if a modder knows how to use them. Even doors can have attached to them a sound sphere of one of the types listed above, so a modder can create doors which draw the attention (sound type Interesting) of nearby AIs when those doors are used. | :Modding hints: The sound system and ONIE are mighty tools if a modder knows how to use them. Even doors can have attached to them a sound sphere of one of the types listed above, so a modder can create doors which draw the attention (sound type Interesting) of nearby AIs when those doors are used. | ||
:Another example is a workaround for AIs to get alerted by dead bodies: | :Another example is a workaround for AIs to get alerted by dead bodies: set the death particle in the ONCC to emit a custom impact effect. That impact effect will have no sound or effect attached, but will be set to be heard by AIs as gunfire within a large radius (say, 200 units). | ||
==Reactions and awareness== | ==Reactions and awareness== |