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Thread: Question about Creature Stealth | Forums

  1. #1
    I was thinking about mods the other day, and how certain moods are created. And, not surprisingly, I was thinking about that terrific sequence in _Aliens_ where the soldiers are first exploring the ruined moning facility.

    It occurred to me that the main fear in that sequences comes from the possibility of something hiding around the next corner, or lurking in the vents, or somesuch.. and it could leap out utterly without warning.

    Now, I've seen that sort of thing in games, of course, but usually such events are scripted. Usually, creatures have only a few modes: stand still, patrol a scripted path, or attack.

    I was wondering-- is it possible to have that lurk-and-surprise behavior as part of the creatures' basic behavior?
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  2. #2
    I was thinking about mods the other day, and how certain moods are created. And, not surprisingly, I was thinking about that terrific sequence in _Aliens_ where the soldiers are first exploring the ruined moning facility.

    It occurred to me that the main fear in that sequences comes from the possibility of something hiding around the next corner, or lurking in the vents, or somesuch.. and it could leap out utterly without warning.

    Now, I've seen that sort of thing in games, of course, but usually such events are scripted. Usually, creatures have only a few modes: stand still, patrol a scripted path, or attack.

    I was wondering-- is it possible to have that lurk-and-surprise behavior as part of the creatures' basic behavior?
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  3. #3
    I've actually been thinking along the same lines and have been thinking of trying to script a job_stalking for the mutants. Have them keep a set distance from a detected player while using available cover. I think it should be possible, but sadly I know very little about scripting.
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  4. #4
    Good idea. If the scripting allows the creature to "move only when player's face is directed away," that'd be a GREAT enhancement.
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  5. #5
    i dont think thats possible w/ crytek
    but you could prob come up with something where the creature leaps out and engages when the player is a set distance away (say liek 2 ft so they come face to face and player craps themselves, 'member flashing lights and dark areas)

    [img]http://www.fpscentral.com/uploads/user77507_Un***led-1.jpg[/img]
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  6. #6
    I actually think that such a thing probably is possible, since I'm pretty sure there are functions to determine player facing angle and distance, and it should be possible to link that to a new type of AI job. Couldn't there be a part in the script that checks how far away the player is, and if it is greater than a certain distance the AI looks for the nearest new "Hideable" space (there is a mutanthide action in the pipemanager, and the AI reconizes vegetation marked hideable, so it should be possible) that is closer to the player than the creature's current position? I created a new character type that was based off the scout type and have been able to make it a new entity. My problem now is I still don't really understand all the interrelations between the PipeManager, the AI jobs, and the character scripts, like ScoutIdle, etc. Are they the same as the Job_StandIdle? Anyone know more about this stuff?

    [This message was edited by rujuro on Sat June 19 2004 at 05:31 PM.]
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  7. #7
    I want the same: more documentation. I'm bored with making reverse engineering on the scripts to know how things work in Far Cry.
    It's possible it came with the awaiting SDK, so let's pray!
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