It is currently Mon Dec 05, 2022 8:41 pm

RUNNING WITH RIFLES Multiplayer

test

Game servers 57 List provided by EpocDotFr | Players online 52


All times are UTC




Post new topic Reply to topic  [ 14 posts ]  Go to page 1, 2  Next
Author Message
PostPosted: Tue Mar 25, 2014 7:37 am 
Offline

Joined: Thu Mar 20, 2014 5:50 am
Posts: 12
Do bots have a cone of vison in front of them, or do they "see" in 360 degrees?


Top
 Profile  
 
PostPosted: Tue Mar 25, 2014 8:53 am 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2855
When the area is not alert, they monitor for enemies with a sector in direction of their facing. In day time the sector is a bit more than 180 degrees, in night time it's much less - don't have the exact values in front of me right now. You can always sneak up on a bot from behind as long as they are not alert.

Day/night also affects the range of the sight sector.

When they are alert, they see 360 degrees.


Top
 Profile  
 
PostPosted: Tue Mar 25, 2014 9:12 am 
Offline
User avatar

Joined: Thu Sep 27, 2012 4:41 pm
Posts: 392
Location: finland
pasik wrote:

When they are alert, they see 360 degrees.


.............you serious?

_________________
co-owner of NEWA


Top
 Profile  
 
PostPosted: Tue Mar 25, 2014 9:25 am 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2855
joneau wrote:
pasik wrote:

When they are alert, they see 360 degrees.


.............you serious?


Yup. If they didn't, you could be shooting at them from behind and they would never realize to get to cover from your bullets. Their sight FOV also works for hearing.


Top
 Profile  
 
PostPosted: Tue Mar 25, 2014 10:08 am 
Offline
User avatar

Joined: Thu Sep 27, 2012 4:41 pm
Posts: 392
Location: finland
pasik wrote:
joneau wrote:
pasik wrote:

When they are alert, they see 360 degrees.


.............you serious?


Yup. If they didn't, you could be shooting at them from behind and they would never realize to get to cover from your bullets. Their sight FOV also works for hearing.



hearing is ok but seeing.to their backs not

_________________
co-owner of NEWA


Top
 Profile  
 
PostPosted: Tue Mar 25, 2014 11:45 am 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2855
joneau wrote:
hearing is ok but seeing.to their backs not

It won't change, it's fine for RWR. AI's hearing and sight are combined.


Top
 Profile  
 
PostPosted: Tue Mar 25, 2014 6:29 pm 
Offline

Joined: Thu Mar 20, 2014 9:39 am
Posts: 6
joneau wrote:
hearing is ok but seeing.to their backs not


The seeing isn't the problem, if they would just have little slower turning times than what they now posses, like you come by walking/kneeling behind corner when they have back at you and you have to get just a step closer to be melee range and AI just does 180 and shoots you at there.

But I am worried that the hearing is tied to view FOV as well, because it means on day time and relaxed state you can almost sneak at them so easily.


Top
 Profile  
 
PostPosted: Tue Mar 25, 2014 7:26 pm 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2855
Fri13 wrote:
joneau wrote:
hearing is ok but seeing.to their backs not


The seeing isn't the problem, if they would just have little slower turning times than what they now posses, like you come by walking/kneeling behind corner when they have back at you and you have to get just a step closer to be melee range and AI just does 180 and shoots you at there.

But I am worried that the hearing is tied to view FOV as well, because it means on day time and relaxed state you can almost sneak at them so easily.

That's right. I wanted to keep it possible to do stealth during day time too, it's just a bit harder. It could be made more harder / impossible when there will be camouflage vests or area smoke grenades.

You can also affect your own detectability factor by movement and stance, i.e. running makes you the most detectable, lying prone still makes you the least. That affects the sight/hearing sector each AI uses against you, both range and span.


Top
 Profile  
 
PostPosted: Tue Mar 25, 2014 10:58 pm 
Offline

Joined: Thu Mar 20, 2014 5:50 am
Posts: 12
If we could get the bot FOV data for the different alert states that would be great, since at it's core, the basic gameplay mechanic is line of sight and based on that info.


Top
 Profile  
 
PostPosted: Thu Mar 27, 2014 8:52 am 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2855
It has been considered that it would be visualized, but it is a tough one to crack. The almost accurate variation is that all bots would work as shadow casting point lights, so you'd see additional visualized shadows cast by anything that occludes their sight. Too bad that makes a huge performance hit, having to render all the close by objects * nearby bot count to a shadow texture.

Another approach is to add icons and timers and whatnot animation on the bots to indicate how close they are to spotting you, but it feels a bit cheap as an idea, and not sure if it can be well made as the "closeness to spot" can change very quickly; now they see you now they don't.

Instead, I'd work on making it more possible to survive a failed stealth attempt by fleeing and keep stealth more feel based as it is. If you'd survive the fails more, you'd learn the feel quicker.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 14 posts ]  Go to page 1, 2  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group