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Now you see me now you don't !


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#1
Guest_Iveforgotmypassword_*

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What is it and were do you set it on NPC's to see how good they are at spotting sneaky people ?

I know there's the perception range in the properties but isn't that just for how far they can see not how good they are at it ? I could be wrong but am willing to stand corrected.

All input welcome as ever.. Thanks

#2
M. Rieder

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The spot and listen skills are checked vs the hide and move silently skills respectively. These are changed in the skills tab of the creature's blueprint.

#3
M. Rieder

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If you want them to go into search mode to get the benefit on spot check, you can set an integer on spawn. Look at the default on spawn to see what it is.

#4
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Thank you, I never even thought about their skills ! They're not going to be searching for the PC because it's a surprise visit and they're not really on guard so I'll just make them hostile, fiddle about with their stats and see what happens.

Any idea how the whole thing works ? Is it a dice roll plus the skill stat for each of them and the higher one wins so depending on who was who you either get spotted or sneak off ? And does this only happen once when you enter the perception range or is it happening all the time ?

#5
M. Rieder

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Iveforgotmypassword wrote...

Thank you, I never even thought about their skills ! They're not going to be searching for the PC because it's a surprise visit and they're not really on guard so I'll just make them hostile, fiddle about with their stats and see what happens.

Any idea how the whole thing works ? Is it a dice roll plus the skill stat for each of them and the higher one wins so depending on who was who you either get spotted or sneak off ? And does this only happen once when you enter the perception range or is it happening all the time ?



The check will be made every 6 seconds, I believe.  Once per heartbeat event.  I'm not sure exactly how the rolling takes place, but I think it is a d20 vs d20 roll for the looker vs hider and listener vs move sileter.  The skill ranks are added as are the attribute modifiers, armor modifiers, buffs etc...

#6
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M.Reider.. Every six seconds that's one hell of a heartbeat they must be good at free diving !

Thank you for the explanation, I'm going to have a fiddle around to see what I can do. Only problem I can see is that this is happening at a fairly low level so the PC's stats wont be that high, perhaps an oil can for squeaky boots might need to be provided.

#7
Lugaid of the Red Stripes

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You can steal the code from one of my terrain triggers, let them hide behind crates or in the shadows or something. The way things play out, it's really about time. It's easy enough to pass one or two spot checks, but press your luck and getting spotted becomes inevitable.

Note that with the default AI, the NPC only attacks when they spot a creature. A listen just causes them to look around a bit more. You might want to program in some special behavior there in the perception script.

#8
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Lugaid of the Red Stripes.. Thank you, I remember having a look at your scripts wondering how you did it after playing your mod and confusing myself but it's still on my PC so I might just have a nose around later. But I think you're right it will become inevitable to be spotted with the ammount of checks that could happen if you wait around. Perhaps lowering the perception ranges of the NPCs and having them walking about can increase the odds too, either way I think a lot of testing and tweaking is on the horizon !