New Stealth Mechanics[message #297174]
|
Tue, 24 January 2012 07:56
|
|
Teh_Az |
Messages:2
Registered:December 2011 |
|
|
A friend of mine is working on some new stealth mechanics for JA inspired by Splinter Cell, Metal Gear, and Assassin's Creed. Any ideas? So far he's been able to build some shadow mechanics but so far the sprites disappear once they leave the shadows. It isn't graphical, just the crunch, but pretty soon we're hoping to implement moving with your back against the wall and peering behind corners and so forth. Oh, and yeah, stealth kills and backstabs.
Report message to a moderator
|
Civilian
|
|
|
|
Re: New Stealth Mechanics[message #297212]
|
Wed, 25 January 2012 02:41
|
|
Teh_Az |
Messages:2
Registered:December 2011 |
|
|
I'm getting the code from my friend as we speak. The problem I'm getting here is that he says he finds it easier to mess around with vanilla than with 1.13. Egads.
Report message to a moderator
|
Civilian
|
|
|
|
Re: New Stealth Mechanics[message #339993 is a reply to message #297352]
|
Tue, 10 March 2015 16:21
|
|
Deleted. |
|
Messages:2657
Registered:December 2012 Location: Russian Federation |
|
|
Don't want to make a new thread, so will use this dead one instead :-)
A small IDEA/REQUEST
Currently, <StealthBonus> tag in items.xml works both for night camo and noise reduction when moving.
So we cannot make armour with good night camo without giving it big noise stealth bonus.
Is it possible to separate them, so we have <StealthBonus> for noise reduction (or negative value which will produce additional noise when moving), and <NightCamo> only for cover (sight reduction at low light or cover penalty for lasers, for example) ?
[Updated on: Tue, 10 March 2015 16:22]
Left this community.Report message to a moderator
|
|
|
|
|
Re: New Stealth Mechanics[message #339995 is a reply to message #339994]
|
Tue, 10 March 2015 16:49
|
|
Deleted. |
|
Messages:2657
Registered:December 2012 Location: Russian Federation |
|
|
silversurfer wrote on Tue, 10 March 2015 19:43Stealth is not night camo. There is no "night camo". Stealth a general reduction in possibility of being spotted or heard. That's why it takes precedence over any camo type.
Stealth from equipment works the same way as camo bonus for calculating cover (sight reduction), but only in low light.
So it's exactly a night camo.
// general stuff (independant of soldier)
iSightAdjustment += GetSightAdjustmentThroughStance( bStance );
// context sensitive (needs soldier)
iSightAdjustment += GetSightAdjustmentBasedOnLBE( pSoldier );
// context sensitive stuff with 2nd parameter (needs soldier for attributes but can be given a second parameter)
iSightAdjustment += GetSightAdjustmentThroughMovement( pSoldier, pSoldier->bTilesMoved, ubLightLevel );
iSightAdjustment += GetSightAdjustmentStealthAtLightLevel( pSoldier, ubLightLevel );
if(gGameExternalOptions.fAdditionalTileProperties)
{
iSightAdjustment += GetDetailedSightAdjustmentCamouflageOnTerrain( pSoldier, bStance, zGivenTileProperties );
}
else
{
iSightAdjustment += GetSightAdjustmentCamouflageOnTerrain( pSoldier, bStance, ubTerrainType );
}
[Updated on: Tue, 10 March 2015 16:53]
Left this community.Report message to a moderator
|
|
|
|
|
|
|
|
|
|
Re: New Stealth Mechanics[message #340026 is a reply to message #340025]
|
Wed, 11 March 2015 22:13
|
|
Deleted. |
|
Messages:2657
Registered:December 2012 Location: Russian Federation |
|
|
BTW COVER_SYSTEM_MOVEMENT_EFFECTIVENESS description in ja2_options.ini is not 100% correct - if set to 100%, only bTilesMoved is used as % of cover penalty, so 'Running around crazy' is usually no more than 20 tiles which translates to 40 tiles because of running, so COVER_SYSTEM_MOVEMENT_EFFECTIVENESS=100% gives no more than 40% for average 'crazy running' soldier.
And with default value of 20% it's only 8% of cover penalty.
Hope this may be useful for players/modders trying to balance cover system.
Maybe there should be some cover/stealth indicator like in some games. Very hepful for sneaking approach.
Left this community.Report message to a moderator
|
|
|
|