Difference between revisions of "Category:Detection"

Jump to navigation Jump to search
1 byte removed ,  17:36, 1 August 2008
m
typos
imported>ShadowDancer
m (formatting)
imported>D4v3
m (typos)
Line 1: Line 1:
Detection is a complicated process involving many variables, and always exactly two actors. It is important to note that the engine does not calculate successful "sneak rolls" for the actor who is sneaking: it is vice versa; the engine calculates successful "detection rolls" for the actor being stalked (''origin'') vs. the sneaking actor (''target''). Therefore, detection is always calculated between two actors: the ''origin'' and the ''target''.
Detection is a complicated process involving many variables, and always exactly two actors. It is important to note that the engine does not calculate successful "sneak rolls" for the actor who is sneaking: it is vice versa; the engine calculates successful "detection rolls" for the actor being stalked (''origin'') vs. the sneaking actor (''target''). Therefore, detection is always calculated between two actors: the ''origin'' and the ''target''.


The variables involved break down into three categories: '''Base''', '''Skill''', '''Light''', '''Sound'''. These variables are simply combined together to calculate the end-result. If the end-result is higher than [[fSneakSeenMin]] (default: 0), the ''target'' is detected. When an actor is detected, it can be ''target''ed as well, therefore the hostile units will engage the ''target'' in combat, while non-hostile units will only "notice" the ''target'' - which usually results in looking directly at the ''target'' and making a comment/greeting towards him/her.
The variables involved break down into four categories: '''Base''', '''Skill''', '''Light''', '''Sound'''. These variables are simply combined together to calculate the end-result. If the end-result is higher than [[fSneakSeenMin]] (default: 0), the ''target'' is detected. When an actor is detected, it can be ''target''ed as well, therefore the hostile units will engage the ''target'' in combat, while non-hostile units will only "notice" the ''target'' - which usually results in looking directly at the ''target'' and making a comment/greeting towards him/her.


Once detected, the ''target'' remains detected until he/she can get his/her detection end-result below a certain threshold vs. the ''origin''. This threshold varies based on the relation of the ''origin'' and the ''target'':
Once detected, the ''target'' remains detected until he/she can get his/her detection end-result below a certain threshold vs. the ''origin''. This threshold varies based on the relation of the ''origin'' and the ''target'':
Line 30: Line 30:
*it does not matter whether I am in the darkest corner, and
*it does not matter whether I am in the darkest corner, and
*it does not matter whether I make a little noise.
*it does not matter whether I make a little noise.
Obviously the minimum distance is always zero, however the maximum distance is limited. In [[interior cells]] the maximum distance where detection applies is [[fSneakMaxDistance]] (default: 1500). The maximum distance in [[exterior cells]] is calculated from [[fSneakMaxDistance]] and [[fSneakExteriorDistanceMult]] (default: 2) like this: '''OutDoorDistance = [[fSneakMaxDistance]] * [[fSneakExteriorDistanceMult]]'''; applying the default values this formula gives us 3000. Any actors outside this distance cannot take part in detection rolls - so if You start wondering why can't You hide in combat, this is one of the reasons: You are too far away to trigger detection calculations.
Obviously the minimum distance is always zero, however the maximum distance is limited. In [[interior cells]] the maximum distance where detection applies is [[fSneakMaxDistance]] (default: 1500). The maximum distance in [[exterior cells]] is calculated from [[fSneakMaxDistance]] and [[fSneakExteriorDistanceMult]] (default: 2) like this: '''OutDoorDistance = [[fSneakMaxDistance]] * [[fSneakExteriorDistanceMult]]'''; applying the default values this formula gives us 3000. Any actors outside this distance cannot take part in detection rolls - so if you start wondering why you can't hide in combat, this is one of the reasons: You are too far away to trigger detection calculations.




Anonymous user

Navigation menu