These two. These two above all else, imo.Jack of All Trades wrote:More music?
Attacking enemies while wall-running/ wall running special attack thingy
The other suggestions were pretty good too
These two. These two above all else, imo.Jack of All Trades wrote:More music?
Attacking enemies while wall-running/ wall running special attack thingy
Rabbit alcohol in next build plz.NecroBite wrote:I'd like to be able to have each npc's senses be adjustable. Like an npc's drunk, high, deaf, blind, etc. Obviously it'd be easier to sneak through the barracks of drunk guards than through, say, a heavily guarded fortress. One's more alert than the other. There'd probably be a base line, though, so people don't... abuse it, I suppose?
I think it'd be neat to see eventually.
May I ask how many alphas ago?Timbles wrote:I do remember on one of the Alpha videos, David said he could edit an enemy's path of vision to fit a certain shape.
So if an enemy was wearing a helmet with a visor, it would limit his vision.
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GetCharactersInHull("Data/Models/fov.obj", transform, nearby_characters);
I have no idea.Sehiro wrote:May I ask how many alphas ago?Timbles wrote:I do remember on one of the Alpha videos, David said he could edit an enemy's path of vision to fit a certain shape.
So if an enemy was wearing a helmet with a visor, it would limit his vision.
Here is alpha videos that will explain enemy raycasting, sound detecting and second video is FOV objectTimbles wrote:I have no idea.Sehiro wrote:May I ask how many alphas ago?Timbles wrote:I do remember on one of the Alpha videos, David said he could edit an enemy's path of vision to fit a certain shape.
So if an enemy was wearing a helmet with a visor, it would limit his vision.
A lot of them, that's for sure.
There is a way to spawn/despawn and kill NPC's during cutscenes. For killing NPC's, take a look at my Medpack tutorial I posted on the Modding forum a while ago. Basically replace the healing hotspot with a killing hotspot and there you go.sTownR wrote:I would really love to see the dialogue editor improved... it would be awesome to start waypoints after a cutscene and to spawn/despawn or kill npcs during cutscenes.
Thank you very much.last wrote:Here is alpha videos that will explain enemy raycasting, sound detecting and second video is FOV objectTimbles wrote:A lot of them, that's for sure.
http://youtu.be/Egy40TYFut8 alpha 123
http://youtu.be/qM4bLbshUNI alpha 141