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PotC stealth mission

PostPosted: Wed Sep 02, 2015 3:33 pm
by MonkeyDLenny
I'm building a toy box that involves going into the governor's estate and sneaking around guards, not sure how to implement it exactly though. I fully intend to make use of the new path tool, but ideally I'd love it if say...getting caught gets you brought to a dungeon...

Anyone have any thoughts on what I do to make such a feature?

Re: PotC stealth mission

PostPosted: Wed Sep 02, 2015 4:06 pm
by CCRunner524
Yes its possible. Check out the similar one in the dev pics from the community mentors. cant remember the name off the top of my head.

Re: PotC stealth mission

PostPosted: Wed Sep 02, 2015 4:21 pm
by semerien
Sounds like a job for a dynamic trigger attached to the enemy and a checkpoint to teleport player into the dungeon.

Re: PotC stealth mission

PostPosted: Wed Sep 02, 2015 5:59 pm
by hedgehobbit
Is there some way to check line of sight? You could use the dynamic trigger to test distance, but you'd need some way of disabling that if the guard is behind a wall or has his back turned (like the old Monsters University stealth system).

Re: PotC stealth mission

PostPosted: Wed Sep 02, 2015 6:31 pm
by semerien
You could trust in the AI of the enemy. If you set the path creator up right, the enemy WILL break the path and run at the player if they see them. So you just make the dynamic trigger area pretty small and if the enemy charges you, you get caught.