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Found 2 results

  1. Video I purpously didn't put nodraw texture on elements that should finally be invisable, so you can see what is happening. At the white wall: A horizontal slider setup with a "mover_elevator", to control horizontal motion. From the button on the pillar, you trigger a trigger_sequencer, to have the slider go to the next stop. It has a "set frobable" function to ensure each stage is completed before all is triggerd again. The red blocks on the wall are the actual elevator buttons. When you frob one, the slider will go to that position. This wil f*ck up the working for the butto
  2. So, I'm working on a stealth game prototype in Unreal Engine 4, and I although I have a pretty solid idea of the gameplay mechanics I want to implement in it, I'm curious what other people might want to see in their 'ideal' stealth game. Currently, I have the following somewhat-extensive list of features in mind, aside from the obvious light measurement system: Manual movement speed and stance adjustment via mouse wheel scroll. (See Splinter Cell 1) Increasing movement speed increases the noise you make. Analog leaning via a modifier key and mouse movement. (See Joe Wintergreen's stealth g
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