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 Post subject: Stealth
PostPosted: Fri Aug 30, 2013 9:14 pm 
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Joined: Tue Jul 17, 2012 7:30 pm
Posts: 21
1. if you are in a the shadow of a wall, building large vehicle etc. you are hidden as long as you are in there you cannot be detected darker shadows are needed for this.

2.detection a ? will appear over the soldier detecting you the ? will fill up once it is full it will turn into a ! meaning you have been detected you have a very little amount of time to kill the person before everyone in the vicinity is alerted.

3. if you kill someone without being detected or are in a shadow you will do a some different kill animation for knife.

4. just some ideas the could be helpful


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 Post subject: Re: Stealth
PostPosted: Sat Aug 31, 2013 5:03 am 
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Joined: Thu Sep 27, 2012 4:41 pm
Posts: 392
Location: finland
1. agreed with idea
2.do you think it works the same way on real life? and doesnt make any sense
3.small thing.
4. my idea: maps tall grass and bushes could be used as a cover of not being seeing.

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 Post subject: Re: Stealth
PostPosted: Sat Aug 31, 2013 9:49 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
conconjawa wrote:
1. if you are in a the shadow of a wall, building large vehicle etc. you are hidden as long as you are in there you cannot be detected darker shadows are needed for this.

2.detection a ? will appear over the soldier detecting you the ? will fill up once it is full it will turn into a ! meaning you have been detected you have a very little amount of time to kill the person before everyone in the vicinity is alerted.

3. if you kill someone without being detected or are in a shadow you will do a some different kill animation for knife.

4. just some ideas the could be helpful


1. Shadows are purely a visual thing in RWR, meaning they are generated on GPU, so hooking up CPU side calculations to alter detectability based on shadows would be tricky. If the lighting conditions would be static like in many games, single shadow map could be used to say if a specific position is in shadow or not, but with dynamic GPU side shadows it doesn't come easy / efficient.

2. Some kind of "danger of getting detected" helper visuals could be added, sometimes stealth appears to be very hard by just going by feel. On the downside, such visuals could make stealth very arcadey. An alternative would be that there's only one visual that tells how close to detection you are by anyone, not pinpointing who it is.

3. Could mean a lot of work, as the enemy should play a fitting animation to the kill animations, and the animation tool we have only supports showing one character.

joneau wrote:
4. my idea: maps tall grass and bushes could be used as a cover of not being seeing.

Currently the model configs in the map system don't support declaring a collision model that doesn't collide but only stops sight. Adding that would make the bushes configurable the way you said.

Getting grass areas lower detectability could be done by adding a detectability factor in each terrain layer.


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