ShadowDragon

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@Icenick if you want something that the player is moving, use a condition branch above it
with scriptcall: $gamePlayer.isMoving() if im correctly, than the range part.

this should help on detection, but you can look around this or use a switch on moving
when ON, it detect, else, it does not :)
 

Icenick

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@Icenick if you want something that the player is moving, use a condition branch above it
with scriptcall: $gamePlayer.isMoving() if im correctly, than the range part.

this should help on detection, but you can look around this or use a switch on moving
when ON, it detect, else, it does not :)
Oh wow easier than I thought thanks! Works perfectly
 

Kronicide

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I'm travelling so can't reply properly until end of next week. I hope you get something working. (I've made some advances with the option to display the view cone of the guard on the map, that I'll keep working on then.)
 

ShadowDragon

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I got a tiny suggestion,
is it possible, if he guard is on the cliff, you get reconized/seen when on the side edge
or front, when the guard is on the edge as well.

would be be possible to add if the player is +1 of the edge?

if this isn't possible, its okey, its already a nice plugin to use for stealth mechanics.
 

Kronicide

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I got a tiny suggestion,
is it possible, if he guard is on the cliff, you get reconized/seen when on the side edge
or front, when the guard is on the edge as well.

would be be possible to add if the player is +1 of the edge?

Hi! Sorry about the delayed response. I'm not sure exactly what you have in mind? Do you mean that the guard sees you when you are right below the cliff and the guard is right at the edge above you? Sounds reasonable, but it's not how the geometry plays out on this map. He will see you if the cliff is only two squares high.
 

Kronicide

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I've been working on the visible view cone thingy. The goal is to make it possible to create stealth puzzle levels where you can see what the guards/monsters can see.

In the video below the view cone is attached to the player because it's easiest to test and demonstrate. (It makes no sense in a game.) The highlighted map squares are the squares where the character could see a character of default height (set in parameters). Range and angle of view cone can be changed.

If you look closely you'll see that everything is not perfect. This is mostly because the map isn't actually 3D (or even 2.5D), even with region IDs used as height information. Still, it approximates our intuitions most of the time, and I think it could be useful.

I have no code to share at this point, there is no user interface for this stuff yet. Just wanted to show what it looks like. :^)

 
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ShadowDragon

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nice eye of sight that way, but it's nice.
like on the right side on the cliff, 1 square isn't seen, so its more dynamic.
the video is nice though, but its also nice to activate traps parts :)

anyway, keep up the nice work
 

ShadowDragon

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@Kronicide how is the plugin doing? or your project you doing so far.
hope to see this evolve still :) probably one of the most usefull plugin
to combine with others for dynamic effects :)
 

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