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Loud noises masking out player movements


Mr Mike

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I can't recall where but I'm sure I once read that AI will be less likely to hear a player in areas of loud environment noise.

 

As far as I can tell this isn't the case right now. Is it in the development pipeline?

 

I like the idea of sneaking past guards in a warehouse by turning on generators to mask footsteps, with the penalty of lights being switched on :ph34r:

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I believe this idea is team-favored, it's just a matter of how to do it and when (not in immediate priority queue). I personally think it would add a lot to have partial (never total) coverage from environmental noise, even if it wasn't automatic, and required mappers to manually place some kind of "AI aural deadening entity" or such near loud objects.

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  • 2 weeks later...
I can't recall where but I'm sure I once read that AI will be less likely to hear a player in areas of loud environment noise.

 

As far as I can tell this isn't the case right now. Is it in the development pipeline?

 

I like the idea of sneaking past guards in a warehouse by turning on generators to mask footsteps, with the penalty of lights being switched on :ph34r:

 

YES. This hit me pretty much the same time as you, and I support the idea completely!

 

surely brush based entities could be used for more universal noises and radius based for noises in the immediate vicinity.

Edited by Mr Lemony Fresh
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What would be the point in using brushes to draw a square radius? If you want a noise to be universal, just turn the s_global and s_omni keys on.

 

No, I mean brushes and radius' as 2 separate methods of adding deathening for the AI, one for whole rooms/areas and one for noises that happen in a small area, small enough to justify give it a radial value that fades out.

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