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> Sneaking, I see you!
Zinx10
post Sep 9 2011, 05:41 PM
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Okay, so I have been thinking of mechanics, and I want your opinions on what would be a good sneaking system. Discuss. I know...not a lot...sad.gif


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maximusmaxy
post Sep 10 2011, 02:36 AM
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It just so happens that i'm working on something like this right now for RMXP laugh.gif
It's system which creates realistic fields of views for events, and noises when you touch the ground in certain area's, which can alert people if they hear you or see you. The latest stable release is at the top of the thread, hopefully its may give you some idea's or maybe you can help me with idea's of things i could implement. Here is the thread


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Zinx10
post Sep 10 2011, 10:57 AM
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QUOTE (maximusmaxy @ Sep 10 2011, 03:36 AM) *
It just so happens that i'm working on something like this right now for RMXP laugh.gif
It's system which creates realistic fields of views for events, and noises when you touch the ground in certain area's, which can alert people if they hear you or see you. The latest stable release is at the top of the thread, hopefully its may give you some idea's or maybe you can help me with idea's of things i could implement. Here is the thread

I see...
My system would incorporate a chance of getting caught according to your distance and skill.


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maximusmaxy
post Sep 10 2011, 11:24 AM
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I guess you could implement your skill in sneaking in a many number of ways. Maybe the more skill full you are at sneaking the faster you could move over noisy terrain and produce less sound. Or maybe you could implement a system where the field of view of the enemies are reduced dependant upon your skill. I know that doesn't really make sense but it could happen wink.gif


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Zinx10
post Sep 10 2011, 12:01 PM
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QUOTE (maximusmaxy @ Sep 10 2011, 11:24 AM) *
I guess you could implement your skill in sneaking in a many number of ways. Maybe the more skill full you are at sneaking the faster you could move over noisy terrain and produce less sound. Or maybe you could implement a system where the field of view of the enemies are reduced dependant upon your skill. I know that doesn't really make sense but it could happen wink.gif

My plan was to have it where you move in front....you get caught....move behind, you CAN get caught, but you can sneak by. The closer you are, the better chance they will hear your footsteps. The better sneaking skills, the less sound you make.


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Titanhex
post Sep 11 2011, 08:49 PM
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The distance formula will definitely help you:

http://www.rpgmakervx.net/index.php?showto...mp;#entry401795


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Zinx10
post Sep 12 2011, 11:45 AM
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QUOTE (Titanhex @ Sep 11 2011, 09:49 PM) *
The distance formula will definitely help you:

http://www.rpgmakervx.net/index.php?showto...mp;#entry401795

Nice formula, but I am just confused with the "**". Does that mean multiply, as in "*"?


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Titanhex
post Sep 12 2011, 04:04 PM
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Good question. It is an indice. ^ is Square Root, and ** is exponent.


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Zinx10
post Sep 12 2011, 04:49 PM
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I see. biggrin.gif


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bulmabriefs144
post Sep 12 2011, 05:17 PM
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Forever's End has a nice sneaking minigame. You guys should check it out.


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Zinx10
post Sep 13 2011, 03:26 AM
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QUOTE (bulmabriefs144 @ Sep 12 2011, 05:17 PM) *
Forever's End has a nice sneaking minigame. You guys should check it out.

Do you know any specifics on how it works?


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Kazesui
post Sep 13 2011, 03:33 AM
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this tutorial isn't directly aimed at making stealth systems, but includes how to use trigonometry for the purpose of creating one (at the bottom of the tutorial). it's in rm2k3 code but "most" principles should still apply
tutorial

If you're able to understand it, you should be able to modify it to your needs
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Zinx10
post Sep 16 2011, 05:24 PM
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Thanks for your suggestion. smile.gif


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vaportop
post Sep 24 2011, 11:48 PM
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GOOD_TOPIC.


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