TrooperScooperMKII Posted September 9, 2012 Share Posted September 9, 2012 Yeah, but you can create a detection event via script. Basically the weapon would still be "silent" (the gunshot might not be in terms of audio, but the game would treat it as such) from my understanding the "detection event" is basically an ai flare saying "something's here, come kill it!" hence my suggestion of using a cone of scripted events to simulate the "noise scattering" effects of a suppressor, which would also (if my understanding of AI is correct) compel the AI to move to each event in a "search for the shooter" manner. http://www.youtube.com/watch?v=FNujVH5N-PMhttp://www.youtube.com/watch?v=vhwWS5sU1tU Link to comment Share on other sites More sharing options...
devinpatterson Posted September 9, 2012 Share Posted September 9, 2012 Yeah, but you can create a detection event via script...."detection event" is basically an ai flare saying "something's here, come kill it!" hence my suggestion of using a cone of scripted events to simulate the "noise scattering" effects of a suppressor, which would also (if my understanding of AI is correct) compel the AI to move to each event in a "search for the shooter" manner. I did not know that, I was just going off of the crappy sound detection levels. Would you have a lead on the detection event in script, that I can read up on? Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted September 9, 2012 Share Posted September 9, 2012 Geck wiki:CreateDetectionEvent Link to comment Share on other sites More sharing options...
devinpatterson Posted September 9, 2012 Share Posted September 9, 2012 Looks pretty simple to implement and gives levels from 1-100 Link to comment Share on other sites More sharing options...
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