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Stealth
Stealth
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Zombies (actually all entities), sleeping or awake, can see, hear, and smell you.
Hearing and smelling work similar.
If you are "hunted" and disappear out of sight (stepping into a very dark place
where the zombie can not see you)
you immediately lose the "hunted" status.
The zombie will still continue moving to your last known *location* for 30 seconds.
(hardcoded)
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When the object is held it increases your light level by that much.
Max is 1 which means 100% or a value of 100 on the debug UI.
On a gun with attached flashlight this is added only while the light is
turned on.
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AWAKE Zombie Properties (entityclasses.xml)
* SightRange="distance in meters" : The absolute max range that a zombie can see
for.
Not randomised itself but used to LERP the *required* light levels
for detection at the current distance. (math speak, look it up)
* NoiseAlertThreshold="volume"
* SmellAlertThreshold="smell value"
If the total sum of the sounds or smells near a zombie exceeds it's value
then the zombie will be alerted to this *location* and go to investigate.
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So you have a sound that lasts 10 second with a Noise Volume of 50.
3 seconds after generating the sound, you do it again. Now for the next 7 seconds
you have 2 sounds originating from your location, stacking to a Noise of 100.
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So the sound and smell "volumes" of such individual events overlap.
If the total noise of multiple events ends up alerting the zombie, *which* specific
sound/smell location is the zombie going after?
The one with the highest value?
In most cases it will be the player but with distractions etc...
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<SoundDataNode name="44magnum_fire">
<Noise range="70" volume="50" time="2" muffled_when_crouched="0.5" prio="1"
heat_map_strength="0.3" heat_map_time="120" />
* range : Distance in meters at which zombies can hear this sound. There is no
scaling for range. Sounds have their full noise volume at max range.
* volume : The noise has a value of this many "points". A volume 120 sound wakes
up a zombie with 90 SleeperNoiseWakeThreshold.
* time : The "noise volume" created by this sound will be active for this many
seconds. Noise volumes can stack.
* muffled_when_crouched : This multiplies both the range and the noise volume of
the sound.
* heat_map_strength : how much heat the event contributes to the chunk's heat
level
* heat_map_time : the time in seconds it takes for the heat to dissipate.
Dissipation is not modeled, it's instant off after the time.
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How does an item GET a smell value? What is the syntax for that?
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Keep in mind that sounds have a duration. The sound that made the zombie wake up
will still be there for it to notice after it woke up.
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If the total sum of the smells near a zombie exceeds it's value, the zombie will be
alerted to this "location" and go to investigate.
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It shows 3 things above their head. They are all based on your current distance
from the zombie:
Wake, Groan, Dist
Wake and Groan are your "Player light levels" that will trigger those actions and
are affected by your current distance.
If Wake says 100 and your lighting level is 110, the zombie would see you and start
getting up.
F3 also has a panel on it that shows your light level and stealth light level.
Stealth is your lighting level after being affected by your stance and motion.
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<SoundDataNode name="Pistol_Fire"> <AudioSource
name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource
name="Sounds/AudioSource_WeaponFire_Network"/>
<Noise range="25" volume="15" time="2" muffled_when_crouched="0.9" prio="1"
heat_map_strength="0.3" heat_map_time="120" />
<SoundDataNode name="44magnum_fire"> <AudioSource
name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource
name="Sounds/AudioSource_WeaponFire_Network"/>
<Noise range="55" volume="50" time="2" muffled_when_crouched="0.9" prio="1"
heat_map_strength="0.3" heat_map_time="120" />