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Stealth Mode and Hostages
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PostPosted: Wed Jun 01, 2005 10:43 pm
   Subject: Stealth Mode and Hostages
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After playing Chronicles Of Riddick -Escape From Butcher Bay I decided I wanted to put a stealth mode in my TC, Sneaking up on guards, Hidding around corners when guards walk by. So when in stealth mode a gaurd who is not facing you cannot sense you sneaking up on them, or see you out of the corner of their eye when you hide around a corner and they walk by.Stealth mode would make you move slower and would depleat by time and have to recharge.

Also I want to add a feature to grab some one from behind when you sneak up on them and knife them for a silent kill, or if they are a high ranking officer you can take them hostage for a while.
I would make the game realy hard so you would have to sneak around and use tactics.

But I will have to learn how to code this all of course.
Would this be possible?
Zombie_Plan
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PostPosted: Thu Jun 02, 2005 2:39 am
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BT got Knifing from behind for instant kill. You could turn the officer into an item if approached fromm behind, and another stealth thing would be ability to pick up dead bodies and hide them.

All good ideas here.
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PostPosted: Thu Jun 02, 2005 2:01 pm
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Of course that hiding bodies feature would be pointless unless the guards actually interacted with the bodies i.e run away screaming alarm and alerting the other guards. A cool thing could be like XIII (the game) where you take hostages and the guards don't shoot you unless you turn your back on them.
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PostPosted: Thu Jun 02, 2005 5:48 pm
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OMB, your idea here is intriguing. I encourage you to keep this concept up and let it grow. Don't be afraid to let the ideas take your original game concept off-track. That's how Wolf mods like "The Sorceror's Wrath" came about. Smile
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PostPosted: Thu Jun 02, 2005 6:05 pm
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andy3012 wrote:
Of course that hiding bodies feature would be pointless unless the guards actually interacted with the bodies i.e run away screaming alarm and alerting the other guards.


I did that for the mod I've been working on... When an unalerted guard walks by and sees a dead body, he goes into his "alerted" state regardless of whether or not the player made himself seen or heard, and can alert other guards around him. There was a thread about this in the Code Crackers section, but it seems to have been pruned.

I also coded a feature in which the player can pick up a dead guard by walking up to him and pressing "space," then drag him somewhere and put him down by pressing "space" again. While dragging, you can't run or shoot, and the weapon image is replaced with a view of the dead guard's back as BJ drags him.
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PostPosted: Thu Jun 02, 2005 9:41 pm
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I also want to put in hiding bodies and guards being alerted by bodies, and when in stealth you can sneak up and grab them then you can ether knife them for a silent kill or if they are a high ranking officer you can take them hostage.
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PostPosted: Wed Jun 08, 2005 9:56 pm
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WSJ wrote:
andy3012 wrote:
Of course that hiding bodies feature would be pointless unless the guards actually interacted with the bodies i.e run away screaming alarm and alerting the other guards.


I did that for the mod I've been working on... When an unalerted guard walks by and sees a dead body, he goes into his "alerted" state regardless of whether or not the player made himself seen or heard, and can alert other guards around him.


Hence my stating it. I saw your questions on the topic in DieHard Archives, and thought since a topics been started on this, it might be good to bring it up again.

Did you actually use the same code as in that thread, or did you come up with a better method?
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PostPosted: Thu Jun 09, 2005 11:19 am
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yeh, i was going to say its in the archives... I tried to add the feature my self a while ago, but it didn't work i don't actually think the one in the archive was the final...
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PostPosted: Thu Jun 09, 2005 11:29 am
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I believe it requires more work than that which got posted. I re-structured much of the alerting code for the guards, and I think I used a somewhat modified version of Codetech's code. So it's rather lengthy and not exactly perfect. But it IS possible, so maybe someone will come up with something better than what I did.
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PostPosted: Mon Nov 06, 2006 1:42 pm
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It seems , no one knows the Messiah of stealth games so I enlighten you a bit. Does the name Metal Gear say something? Too Cool My question is, can you change enemy AI from "cannon fodder" to "einstein", meaning if you would make contact with the enemy, they would alert others with their radios, or go to press alarms.
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PostPosted: Mon Nov 06, 2006 6:53 pm
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The alarm idea has already been done at least once. As for the radio idea, I'm not really sure how you'd simulate this in a Wolfenstein mod. Feel free to describe an idea to us if you like, though. Smile
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PostPosted: Mon Nov 06, 2006 11:46 pm
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to Tricob: That maybe a bit hard to code and I am the last person to tell someone how to code something Smile. But that alarm system sounds cool if it has been done. Do you have any info about the mod that uses it? It would be intresting to see it in action.
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PostPosted: Tue Nov 07, 2006 12:50 am
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Yes the Alarm feature was used in Wolfenstein Reloaded, if you like you can take a look at it. It can be found from Wolfenstein-3D Dome. It was kind of tricky to do, but what was most limiting is that the pathfinding, if you can call it that, literally sucks. But with use of timeouts and constantly checking the closest guards to alarm posts and barracks, I got it to work at least acceptably. I have a pathfinding c++ class made, but it's for my windows engine, porting it would propably be possible but it would be a memory hog. It's an A-Star pathfinder, I ported from a code I found on the internet, with little improvements.

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