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Acies Underwater effects - Printable Version

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RE: Acies Underwater effects - Streetboat - 10-07-2014

think it'd be possible to make it so going underwater also hides you from enemies?


RE: Acies Underwater effects - Acies - 10-07-2014

This solution will completely hide the player.
Spoiler below!

void SetEnemyDisableTriggers(string& asName, bool abX);

Enables or disables enemy triggers. If disabled, enemy will not react to player or attack.


This solution will partially hide the player.
Spoiler below!

void ReplaceEntity(string &in asName, string &in asBodyName, string &in asNewEntityName, string &in asNewEntityFile, bool abFullGameSave);

Removes an entity and places a new one in its place.

Basically you have two different types of enemies - one with a larger FOV and 'view distance' and one with a smaller FOV and 'view distance'. Upon going under water the monster which has a more difficult time finding the player is activated (and given patrol nodes) and upon going over the water the monster with full sight range is activated once more. The game will place them at the same position, so no need to keep track of that. Unsure of wheter it will cause lag on swapping, but hopefully not.


Cheers!


RE: Acies Underwater effects - Streetboat - 10-07-2014

oh my lawd, you're good


RE: Acies Underwater effects - Viper85626 - 10-07-2014

Aww, the updated video doesn't have radial blur haha.


RE: Acies Underwater effects - Acies - 10-07-2014

(10-07-2014, 08:26 AM)Viper85626 Wrote: Aww, the updated video doesn't have radial blur haha.

It does, just a lot more toned down Smile You can easily customize this though!


RE: Acies Underwater effects - TheGreatCthulhu - 10-07-2014

Pretty awesome! [Image: thumbsup.gif]