Difference between revisions of "User:JRoush"
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→General Detection Mechanics
imported>JRoush |
imported>JRoush |
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The GetCursorPos function is a bit dodgy. Returned positions are not consistent, and seem to depend on integrated movement history. This, combined with the lack of a function to get screen resolution, makes it impractical for use in menus (specifically, I couldn't use it to script in a custom slider bar). | The GetCursorPos function is a bit dodgy. Returned positions are not consistent, and seem to depend on integrated movement history. This, combined with the lack of a function to get screen resolution, makes it impractical for use in menus (specifically, I couldn't use it to script in a custom slider bar). | ||
== | == Detection == | ||
{|border="1" cellpadding="5" cellspacing="0" | {|border="1" cellpadding="5" cellspacing="0" | ||
|- | |- | ||
! style="background:#efefef;" | <center> Factor </center> | ! style="background:#efefef;" | <center> Factor </center> | ||
! style="background:#efefef;" | <center> | ! style="background:#efefef;" | <center> Shorthand </center> | ||
! style="background:#efefef;" | <center> Value </center> | |||
|- | |- | ||
| <center> | | <center> Max Detection Distance </center> | ||
| | | <center> maxDist </center> | ||
| [[fSneakMaxDistance]] ( * [[fSneakExteriorDistanceMult]], for exterior cells) | |||
|- | |- | ||
| <center> | | <center> Distance Factor </center> | ||
| | | <center> distmult </center> | ||
| 1 - (distance between detector and target) / maxDist | |||
|- | |- | ||
| <center> | | <center> Movement Bonus </center> | ||
| | | <center> moving </center> | ||
| | |||
[[fSneakBootWeightBase]] + [[fSneakBootWeightMult]] * (target boot weight) if target is moving | |||
0.0 if target is stationary | |||
|- | |- | ||
| <center> | | <center> In-Combat Bonus </center> | ||
| | | <center> combat </center> | ||
| [[fSneakTargetInCombatBonus]] if target is in combat | |||
0.0 otherwise | |||
|- | |- | ||
| <center> | | <center> Running Factor </center> | ||
| | | <center> running </center> | ||
| [[fSneakRunningMult]] if target is running | |||
1.0 otherwise | |||
|- | |- | ||
| <center> | | <center> Line-of-Sight Sound Factor </center> | ||
| | | <center> losSound </center> | ||
| [[fSneakSoundLosMult]] if detector has line of sight to target | |||
1.0 otherwise | |||
|- | |||
| <center> Line-of-Sight Light Factor </center> | |||
| <center> losLight </center> | |||
| 1.0 if detector has line of sight to target | |||
0.0 otherwise | |||
|- | |||
| <center> Target Attack Bonus </center> | |||
| <center> attack </center> | |||
| [[fSneakTargetAttackBonus]] if target attacked detector | |||
0.0 otherwise | |||
|- | |||
| <center> Swimming Light Factor </center> | |||
| <center> swimLight </center> | |||
| [[fSneakSwimmingLightMult]] if target is under water | |||
1.0 otherwise | |||
|- | |- | ||
|} | |} | ||
{|border="1" cellpadding="5" cellspacing="0" | {|border="1" cellpadding="5" cellspacing="0" | ||
|- | |- | ||
! style="background:#efefef;" | <center> | ! style="background:#efefef;" | <center> Factor </center> | ||
! style="background:#efefef;" | <center> | ! style="background:#efefef;" | <center> Value </center> | ||
|- | |- | ||
| <center> | | <center> Sound Factor </center> | ||
| | | [[fSneakSoundsMult]] * losSound * | ||
|- | |- | ||
|} | |} | ||